MIP: Complete Multiplayer Integration Plugin for Unreal Engine 5
FULL BACKEND INCLUDED | 1,000+ C++ CLASSES | KUBERNETES ORCHESTRATION | FULL SOURCE CODE
About MIP
MIP: Multiplayer Integration Plugin is a complete, production-grade online RPG framework for Unreal Engine 5. Building a server-authoritative multiplayer RPG from scratch means months, sometimes years, solving backend services, persistence, dedicated server allocation, deployment, and gameplay infrastructure before you can focus on content. MIP gives you that foundation out of the box.
Investing in a large framework is a big decision. Play the demo, read the documentation, and review the requirements before purchasing.
Try the live server demo and experience MIP firsthand before you decide.
You get a fully server-authoritative UE5 framework, a dockerized backend, Kubernetes/Agones orchestration, and 1,000+ C++ classes all working together. You start with a working online RPG foundation, not a blank slate.
What's Included
1,000+ C++ classes, fully implemented and Blueprint-accessible
240+ content assets: example Blueprints, widgets, maps, data tables, and data assets
Dockerized NestJS backend: NestJS + MongoDB + Redis, ready for local or cloud deployment
Kubernetes + Agones orchestration: warm server pools, dynamic dungeon allocation, and fleet management
MIP Control Panel: GUI for Docker, Minikube, kubectl, packaging, and deployment workflows
Full source code for both the UE5 plugin and the NestJS backend
Backend Architecture: MIP ships with a complete NestJS backend, not a stub.
API: NestJS with REST endpoints and Socket.IO v4 gateway
Database: MongoDB with Mongoose ODM
Real-time: Socket.IO with Redis adapter for horizontal scaling
Auth: JWT bearer tokens with single-use join tokens for secure server travel
Cache and locking: Redis session store and Redlock distributed write safety
Orchestration: Kubernetes + Agones via @kubernetes/client-node
Dual communication: REST for authentication and user management, Socket.IO for real-time game events. Redis adapter support allows backend instances to scale horizontally.
Server Orchestration: Kubernetes and Agones manage dedicated game server lifecycle automatically.
Linux server binaries packaged inside Docker containers
One container per game world or dungeon instance
Agones Fleet maintains warm Ready servers for fast allocation
FleetAutoscaler provisions new servers on demand
GameServerAllocation claims a server and injects session ID, map name, and signed join token
Persistent area sessions boot on startup
Dungeon sessions are allocated per player or party and torn down when finished
LOCAL: Minikube + MIP Control Panel GUI. Package server builds, build Docker images, and manage local clusters without memorizing CLI commands.
PRODUCTION: K3s with Agones, master/worker architecture, included setup scripts, and hardening guides.
Save / Load System
Mark any property with UPROPERTY(SaveGame) and it can serialize to JSON and persist to MongoDB
No manual registration or serialization boilerplate for normal saveable properties
Two scopes: character-level and family-level data
Auto-dirty tracking and version migration support
Distributed write locking via Redlock to reduce race conditions
Core Gameplay Systems
INVENTORY & EQUIPMENT
Slot-based grid inventory with Fast TArray Replication
Unlimited stacking and drag-and-drop with server validation
7 item types: Equipment, Consumable, Material, Junk, Currency, Enhancement Material, Repair Material
Modular item piece system for extending item behavior with BP or CPP
Equipment stats: static, dynamic rolled, and randomized pool stats
Four crafting operations: Reforge, Recalibrate, Seal, and Transmute
Rich tooltips with stat breakdowns and rarity coloring
LOOT SYSTEM
Personal loot per player
Weighted loot tables
Per-spawner and per-map overrides
World-level scaling support
GAMEPLAY ABILITY SYSTEM
GAS integration for abilities, attributes, cooldowns, ability points, and status effects
Equipment stats applied through generated UMIPEquipmentGE with SetByCaller magnitudes
New equipment stats can be added through GameplayTags
QUEST SYSTEM
Story-line journal with accept, track, and complete flows
Kill, go-to, collect, and custom objectives
NPC dialogue and reward choices
Quest markers on minimap
On-screen HUD tracker
Quest lines granted by NPCs, items
EXCHANGE & VENDOR
NPC buy/sell with action limits and currency requirements
Vendor shops with purchase lists and repurchase storage
MOBS & AI
Area, wave, trigger, and endless spawners
Difficulties scaling support
DUNGEON & GAME MODES
Session dungeons with diffulties
Wave and survival modes
Dedicated server allocation through Agones
CHAT
Global, whisper, area, and system channels
Rich text, filtering, and item linking
FRIENDS & PARTY
Friend list with presence
Party invites
Damage pooling for loot distribution
PLAYER PROGRESSION
XP leveling
Ability points
Multiple currencies via FastArraySerializer
LIFE SKILLS
Recipe-based crafting system through data assets
MAP TRAVEL & MINIMAP
Gates between maps
Channel switching
Dungeon portals
Spawn-point caching
Map discovery
Player, quest, NPC, and enemy markers
Runtime minimap component
AUTHENTICATION & CHARACTERS
JWT login
Multi-character family accounts
Character selection screen
Backend routes players to the correct server based on their saved map
Custom Visual Editor Tools
MIP includes a dedicated UE editor toolkit with six graph-based tools: Items Graph, Loots Graph, Map Flow Graph, Quest Flow Graph, Abilities Graph, and Exchange Graph. These use Unreal’s native SGraphEditor workflow with draggable nodes, pan/zoom canvases, details panels, persistent layouts, and direct asset navigation.
96+ Pre-Built UI Widgets
Inventory, equipment, ability bars, quest journal, HUD tracker, NPC dialogue, vendor/exchange, chat, popups, notifications, and death screen widgets.
Top-Down ARPG Ready
WASD movement, click-to-interact, click-to-attack with auto range approach, cursor classification, action queueing, nav-mesh path following.
Read Before You Buy
DEDICATED SERVER ONLY. No single-player, no listen-server, no offline mode. Backend services and Kubernetes must run during normal development and runtime.
SELF-HOSTED. Full source code and deployment scripts are included. You provision and manage your own infrastructure. No hosted services or uptime guarantees are included.
UE5 EXPERIENCE EXPECTED. MIP is a C++ framework with Blueprint exposure. You should be comfortable with UE5 basics and server-authoritative multiplayer concepts. GAS knowledge helps.
MIP CONTROL PANEL INCLUDED. You do not need to be a Docker or Kubernetes expert to start locally. The MIP Control Panel GUI handles packaging, Docker builds, Minikube management, Kubernetes commands, and backend deployment from buttons. Setup guides walk through each step.
NOT A TURNKEY GAME. MIP provides systems and infrastructure. You design content, levels, balance, art, and final production gameplay.
Requirements
- Server target: Linux Dedicated Server
- OS: Windows 10 or Windows 11
- Node.js: v24+
- Tools: Docker Desktop, Minikube