Scaena Studios - Scaena Server Side Rewind (Lag Compensation Plugin)

Fair Hit Registration for Multiplayer Shooters

The shot looked dead-on. The server said MISS. Your players are done with that, and so are you.

In every online shooter, players see targets a fraction of a second in the past. Without lag compensation, the server checks shots against where enemies are NOW, not where the shooter aimed, so clean shots miss and high-ping players get punished.

Server-Side Rewind fixes it the right way: it records each target's hitboxes on the server and rolls them back to the exact instant the client fired, checking the hit against what the shooter actually saw. The same technique competitive shooters are built on, dropped into your project in minutes.

Need support? Join our DISCORD COMMUNITY!

Video tutorial

WHY DEVELOPERS CHOOSE IT

✓ Zero setup — hitboxes auto-generate from your mesh's physics asset. Drop it on your pawn, done.
✓ Every weapon type: hitscan, shotguns, projectiles, projectile shotguns, and radial/AOE blasts, one node each.
✓ Fairness built in — high-ping shooters auto-switch to present-time so laggy players lead their targets instead of rolling everyone else back.
✓ Headshots, cover line-of-sight, and damage falloff solved.
✓ Blueprint AND C++ — fully exposed to blueprints, no coding required. Clean C++ source included.
✓ Server-authoritative & replicated, with an automatic client/server clock-sync component.
✓ Built for performance — cheap broad-phase rejection before any physics query; handles very high latency.

PERFECT FOR
FPS, TPS, battle royale, arena & hero shooters, extraction shooters, any fast-paced PvP where fair hit registration decides who wins.

Works out of the box with UE 5.5, 5.6, 5.7 and 5.8. If you need help making it work on your UE version please go to our Discord, verify your purchase and ask for support!