Multiplayer Blueprint Lobby Solution – Template – By Kekdot

Description

What is the Modular Blueprint Lobby Solution? 🚀👾

The MBLS product is an advanced multiplayer lobby solution that includes features such as: Hosting and joining games, lobby game settings (match settings), player list, character customization, a ready up system, kicking players, multiplayer chat and much more.

🔎 See an advanced feature list down below 🔎

Base your game off of the Modular Blueprint Lobby Solution, so that the base setup for your multiplayer game is taken care of 🚀 Save countless of hours and get started working on your gameplay right away!

✅ The MBLS product is developed using best practices for blueprints and is setup in an optimized and modular way, giving you a solid neatly organized foundation to base your multiplayer project off of.

🕹️ Perfect foundation for any genre game:

Shooters , Horror games, RPG’s, co-op games, real time strategies, MMO’s and more..!

100% Blueprints – 100% Multiplayer – 100% Modular

💻 Product introduction video

Youtube tutorial playlist for this product

Try the demo here

(Note for demo: The product uses the default session nodes, so when testing session connection make sure to test on the same local network. After purchase, any Unreal Engine compatible subsystem (Steam, EOS, etc.) can easily be integrated for online session support.)

Features of this product

  • Advanced full lobby solution
  • Easy to work with and expand upon
  • Work with best practice examples
  • Easily customized to your needs
  • Modular setup with base classes
  • Manage your game modes with data tables

Advantages of this product

  • Well optimized
  • Well commented for easy understanding
  • 100% blueprint
  • Uses best practices for blueprint programming
  • Modular setup with base classes
  • Fully replicated
  • Neatly organized project structure
  • Save countless of hours and get started working on your gameplay right away!

This product includes

Bootscreen

  • Game bootscreen with animations (Placeholder so that you can make a bootscreen for your game)

Main menu

  • Host game (Define max amount of players, connection type)
  • Join game (Server browser: Server name, Player count, Ping)
  • Player profile menu (Saves the player profile to local save game)
  • 3D menu example included

Advanced settings menu

  • Advanced settings widget
  • Video settings (Display, Graphics qualities, Advanced graphics)
  • Audio settings (Audio volumes and Audio quality)
  • Control settings (Inputs)

General

  • Dynamic Loading screens (Show data based on where you are loading into)
  • Popups (Feedback handling, error handling etc.)
  • Custom tooltip
  • In game menu (Pause menu when player presses ESC: Continue, Leave game, In game settings menu, quit game)
  • Multiplayer chat component

Lobby setup

  • Connected player list
  • Ready up system (Can be disabled)
  • Lobby status indicator
  • Lobby launch event (Countdown till game launch when host launches the game)
  • Game settings menu: Host can change game settings, clients can view them. Host can change the Game Mode, Map and Game/Match settings.
  • Player Kick system
  • Character customization (Skin, Hat) (Customizations get saved to local save game)
  • Multiplayer chat (Built from a component)
  • Lobby game settings can be managed through data tables

Gameplay

  • Gameplay maps display the settings as set by the host in the lobby, gameplay logic can be programmed by you using these settings.

Overall

  • Loads of handy practical examples
  • Network optimized and overall optimized project, great as a base for your game
  • Modular blueprint setup, with base classes where it makes sense so that you can reuse handy code
  • Handy function library included
  • Lots of base widget classes that can be reused throughout your game (Base button, Base option switcher, tooltip, popups etc.)
  • Overall a lot of custom widgets
  • Product makes use of all network necessary classes (GameMode, GameState, PlayerController, PlayerState, Character)
  • Neatly organized project structure
  • Fully replicated (Multiplayer ready)
  • Seamless Travel enabled by default

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