# FilipeTessaro - Multiplayer Shooter Toolkit 

**URL:** <https://forums.unrealengine.com/t/filipetessaro-multiplayer-shooter-toolkit/2854824>\
**Category:** Product Discussion\
**Tags:** fab\
**Created:** [November 12, 2026, 11:49pm UTC](https://forums.unrealengine.com/t/filipetessaro-multiplayer-shooter-toolkit/2854824 "2026-11-12T23:49:11Z")\
**Posts on this page:** 1\
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**Author:** ![FilipeTessaro](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/filipetessaro/32/1194666_2.png) [@FilipeTessaro](https://forums.unrealengine.com/u/FilipeTessaro)\
**Post date:** [November 12, 2026, 11:49pm UTC](https://forums.unrealengine.com/t/filipetessaro-multiplayer-shooter-toolkit/2854824/1 "2026-11-12T23:49:11Z")

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Three C++ plugins for a multiplayer shooter on Unreal Engine 5.6, 5.7 and 5.8: the player and the weapons (Aimcraft), the AI soldiers who fight with and against the players (Squadcraft), and the maps (Atlascraft). Together they cost about 30% less than bought apart.

Each one is a separate plugin and works without the others. They follow the same rules: C++ with every class and setting open to Blueprint, replicated with the server in charge, source code included, and public documentation you can read before you buy.

**Aimcraft: the player and the weapons**

- Procedural first-person weapons for the standard UE5 skeleton. Grip, sights, sway, recoil and lean are worked out from the weapon mesh, so there are no weapon animations to retarget

- A shooter where the server is in charge, with lag compensation. In the plugin’s tests at 150 ms of lag and 5% packet loss, 16 of 16 shots land with compensation on, and all 12 forged hits are refused

- Penetration and ricochet by surface, a body in seven parts with stamina, vaulting and climbing, and footsteps by surface

- A grid or weight-based inventory, attachments, grenades and medical items

- Menus and online built in: main and pause menus, a five-tab settings screen with key remapping, and sessions, invites and achievements for Steam, the Epic Games Store and LAN

**Squadcraft: the AI**

- Cover found on its own from the navmesh and the walls, with no markers to place

- Squads with roles: one soldier pins you down while the flanker goes round, grenades flush players out of cover, and the squad stacks on a door to breach and clear the room

- Suppression that makes them fire blind, morale that breaks into running and surrender, and downed soldiers dragged to cover and revived

- Squads for the player too, with orders from a command menu

- StateTree by default, plus Behavior Tree and EQS nodes, and combat through GAS

- About 0.1 ms of game thread per AI on a dedicated server

**Atlascraft: the maps**

- Minimap, world map, compass and on-screen markers, in ready UMG widgets

- Bake Map photographs your level from above, World Partition included: 2 km at 2048 px takes about 2 seconds

- Waypoints, team pings with a cooldown, a route over the navmesh, fast travel and notes on the map

- Fog of war per player or per team, and a vision fog where walls and hills block the sight

- Light on the network: with two clients on a 2 km map, each received 1.1 to 1.7 KB/s

**What it is not.** This is not a finished game. There are no game modes, scoreboard or match flow to start from, and the characters and animations in the demos are placeholders. The bundle gives you the systems; your game ties them together.

> **[Multiplayer Shooter Toolkit](https://www.fab.com/bundles/9ef95b30-2274-48ee-acd4-e85cc57eb7d3)**
>
> Three C++ plugins for a multiplayer shooter on Unreal Engine 5.6, 5.7 and 5.8: the player and the weapons (Aimcraft), the AI soldiers who fight with and against the players (Squadcraft), and the maps (Atlascraft). Together they cost about 30% less...
