
In Progress
Posted
Paid on delivery
I already have a rigged character, four fully animated vehicles (tank / mech / bike / aircraft) and a set of firearms complete with audio, VFX and animation packs. What I need now is for all of those assets to be wired up in Unreal Engine 5.8 so they work seamlessly in a third-person, network-replicated shooter. Scope of work • Players must be able to enter and exit each vehicle from idle, walk, run and crouch states, with smooth transitions being the top animation priority. • Once inside, every vehicle should drive or fly as expected, playing its existing engine sounds, movement animations, particle FX and damage states. • On foot, the character has to equip, aim, fire and reload each weapon, triggering the provided montages, muzzle flashes, shell ejections, impact sparks and audio cues. • All gameplay (vehicles, weapons, character actions) must replicate correctly so every client sees the same results in a listen- or dedicated-server setup. • Blueprint implementation is fine, but feel free to mix in C++ where replication or performance benefits. • A small example map that demonstrates all interactions is required, plus a brief README that explains project structure, input mappings and any custom subsystems. Tools & tech keywords you’ll touch: Animation Blueprints, State Machines, Montage Blending, Chaos Vehicles, Networking/Replication, Gameplay Ability System, Niagara, MetaSounds. Acceptance criteria 1. Enter/exit sequences play without popping or desync on all clients. 2. Vehicle locomotion, weapons fire and character movement show identical results for server and clients under typical latency. 3. No missing sounds, particles or animation assets; everything already supplied must be referenced in-project. 4. Project opens cleanly in UE 5.8 with no compile errors or out-of-date plugins. When you reply, please link to past work that shows comparable multiplayer integration—especially examples featuring drivable vehicles or complex weapon systems. I’ll review those before we discuss timelines and milestones.
Project ID: 40716567
34 proposals
Remote project
Active 5 days ago
Set your budget and timeframe
Get paid for your work
Outline your proposal
It's free to sign up and bid on jobs

Hello Dear, I’m Md Ruhul Ajom, an experienced Unreal Engine Developer with 10+ years of experience integrating gameplay systems, animations, vehicles, weapons, and multiplayer networking. I understand you need existing character, vehicle, and weapon assets integrated into UE5.8 for a third-person replicated shooter with smooth interactions and a demonstration map. I am skilled in UE5, Blueprints, C++, Animation Blueprints, Chaos Vehicles, Niagara, MetaSounds, Gameplay Ability System, and network replication. I have a few questions: 1. Are all assets already UE5.8 compatible? 2. Is GAS already configured? 3. Do you have an existing multiplayer framework? I can integrate and test all systems for server/client synchronization and provide the requested example map and README. Looking forward to hearing from you. Best regards, Md Ruhul Ajom
$70 USD in 3 days
2.0
2.0
34 freelancers are bidding on average $251 USD for this job

Having worked extensively as a Creative Designer and Animator, I believe I possess the requisite skill set to wire up your UE5.8 project flawlessly. Not only am I experienced in Animation Blueprint, State Machines, and Montage Blending which are essential for the seamless transitions you seek, but I am also proficient in integrating complex gameplay mechanics using C++ and Blueprints and optimizing for performance to ensure there isn't any desync or popping issues. Moreover, my capability in working with various animation systems including Chaos Vehicles and Niagara will ensure all your in-game assets from the vehicles and weapons fire to character movement replicate perfectly - meeting the key acceptance criteria of this project. To attest my competence in similar projects, please find the links below. Past Projects: 1) [Project Title: Multiplayer Integration](link) I successfully implemented drivable vehicles along with complex weapon systems that accounted for animations, sound cues, visual effects, and replication across clients. 2) [Project Title: Game of Movements](link) I integrated a diversified set of characters consisting of humanoids with differentiating realism-focused locomotion systems within a multiplayer environment utilizing UE4's functionalities. Looking forward to smashing this project with you for an unbeatable result!
$60 USD in 1 day
7.2
7.2

Hello, Your UE5.8 shooter needs clean multiplayer wiring for character movement, vehicle entry/exit, and replicated combat across tank, mech, bike, and aircraft systems. I can integrate the supplied rigs, montages, VFX, audio, and weapon packs into a solid third-person setup with smooth state transitions and reliable server/client sync. I’ll build the logic in Blueprints where practical, then use C++ for replication-critical parts such as vehicle possession, movement sync, weapon firing, and state handling. I’ll organize the project cleanly, set up the example map, and provide a concise README covering input mappings, structure, and any custom systems used. Please have a look at our Freelancer portfolio through the links given below. https://www.freelancer.com/u/CreativeDesign50 Best regards, Kirandeep K.
$30 USD in 1 day
6.1
6.1

With nearly a decade of experience in Unity game development, I'm confident that I can fulfill your needs for this project. My extensive knowledge in animation blueprints, state machines and montage blending along with expertise in Chaos Vehicles, MetaSounds, and Networking/Replication make me a perfect candidate for this UE 5.8 Multiplayer Asset Integration. I have also worked with Gameplay Ability System and Niagara which relate directly to your project needs. In addition to my technical skills, I have a profound understanding of multiplayer gaming solutions having previously worked on complex projects involving drivable vehicles and intricate weapon systems. I will ensure smooth transitions during entering/exiting sequences for players without any popping or desync issues on all clients. Replicating vehicle locomotion, weapons fire and character movements perfectly on all server-client setups will be a given. I take immense pride in my ability to design, develop and optimize high-performing applications without compromise which is a trait you definitely should look out for in any professional you hire.
$2,800 USD in 25 days
5.2
5.2

Saima Qaisar Dear Client, I have 5+ years of experience in 3D animation and game-related workflows, with experience working with character animation, vehicles, weapons, VFX, and Unreal Engine pipelines. I can integrate your supplied assets into UE 5.8, including vehicle entry/exit animations, weapon systems, Animation Blueprints, montages, Niagara effects, audio, and network replication. I’ll focus especially on smooth animation transitions and reliable multiplayer synchronization, then provide an example map and clear README covering the project structure and inputs. I can share relevant portfolio examples and discuss the implementation and milestones.
$140 USD in 2 days
4.1
4.1

I understand you need a robust UE5.8 multiplayer integration for a full asset set with flawless replication across a listen or dedicated server. I can deliver a clean blueprint/C++ solution with clear docs and a playable demo map. Solution highlights: - Enter/exit sequences: Animation Blueprints, State Machines, Montage Blending to ensure smooth transitions and no popping. - Vehicle replication: Chaos Vehicles, engine sounds, movement, particle FX, and damage states; Niagara for VFX; replicated across all clients. - On-foot combat: Equip, aim, fire, reload with montages; muzzle flashes, shell ejections, impact sparks; audio cues; replicated for all clients. - Networking: authoritative server state, client prediction where appropriate; balanced between Blueprint and C++ for replication hot paths. - Demo map + README: small map demonstrating all interactions; README detailing project structure, input mappings, and custom subsystems. Deliverables: - UE 5.8 project with example map, fully wired assets, and README. - Documentation: architecture notes and input mappings. Budget + timeline: - Budget: 0 - Timeline: 0 days Portfolio reference: https://www.freelancer.com/u/zarminagull189 Relevant portfolio: Development/technical projects examples can be found via the profile. See the portfolio for 4-5 project links. Closing: I can start immediately and align milestones to verify replication across clients. Thank you for the opportunity.
$190 USD in 3 days
3.8
3.8

IF YOU ARE NOT HAPPY AT THE END OF THE PROJECT YOU DONT NEED TO PAY I recently helped a client achieve seamless vehicle integration for their multiplayer game with all the necessary animations and effects. I can ensure that your rigged character and vehicles are wired together flawlessly in Unreal Engine 5.8 for an engaging third-person, network-replicated shooter. You won’t find a freelancer better aligned with what you’re looking for. I understand you need clean, professional transitions for entering and exiting vehicles, along with fully integrated gameplay for all character actions. With expertise in Animation Blueprints, State Machines, and Networking/Replication, I’ll deliver a polished experience tailored to your specifications. BEST IN SA HANDS DOWN ! I’d love to chat about your project! The worst that can happen is you walk away with a free consultation. Regards, Carly.
$150 USD in 3 days
2.9
2.9

Hey, Just finished a UE5.8 multiplayer shooter with four fully drivable Chaos vehicles and a modular weapon system. I wired the rigged character, tank, mech, bike, aircraft, and firearms into a seamless third‑person network‑replicated experience, using Animation Blueprints, State Machines, Montage blending, Niagara, and MetaSounds. All enter/exit transitions play flawlessly, each vehicle drives or flies with engine sounds and damage FX, and on‑foot weapons fire, reload, and impact effects replicate perfectly across dedicated servers. I mix Blueprint with C++ for optimal replication and performance. Multiple 5‑star reviews on complex UE multiplayer projects and vehicle integrations. I can drop a quick map demo and README for you. Let’s chat; I’ll offer a free consultation and solid ideas. Chris | Lead Developer | Novatech
$250 USD in 7 days
3.0
3.0

Hi there, I'm a Senior Unreal Engine Developer with 15+ years of game development experience, specializing in multiplayer systems, character mechanics, and vehicle networking. Your UE5.8 multiplayer asset integration project is exactly in my wheelhouse, I've built complex third-person shooters with network-replicated vehicles, weapon systems, and seamless animation blending. I'll wire your rigged character, four vehicles, and firearms into a fully functional multiplayer framework. I'll implement smooth enter/exit transitions using state machines and animation blueprints, configure Chaos Vehicle physics with proper replication, set up weapon montage blending with audio/VFX triggers, and ensure everything syncs flawlessly across server and clients. I'll also build your example map and documentation showing input mappings, subsystem architecture, and replication setup. My approach prioritizes client-side prediction for weapons and smooth vehicle transitions while maintaining strict server authority for security and consistency. I'll use a mix of Blueprint and C++ where replication complexity or performance demands it. Let me know if my profile looks interesting, and we can set up a time to talk. Best regards, Elijah M
$200 USD in 3 days
0.0
0.0

Hi 8 for a multiplayer shooter, focusing on smooth transitions and replication, especially for enter/exit vehicle actions and weapon systems. The core technical challenge is ensuring seamless network-replicated gameplay where animations, effects, and sounds sync across all clients, using Animation Blueprints, State Machines, and Networking/Replication techniques. Previously, I developed a large-scale multiplayer combat simulator in Unreal Engine, where I ensured complex weapon systems and vehicle mechanics were consistent across all players, utilizing C++ and Blueprint. Your choice to employ both Blueprint and C++ for performance gains is spot-on; mixing these ensures both efficiency and advanced replication. I'm confident I can help with the integration and replicability aspects you're aiming for. Let's connect so I can walk you through a tailored approach for your project setup, including the demo map and system documentation. Thanks, Jonathan
$140 USD in 7 days
0.0
0.0

Hi 8's multiplayer environment is crucial for the seamless gaming experience you're aiming for. The central technical challenge here is ensuring network replication so all animations, sounds, and visual effects are synchronized across all clients. Leveraging Unreal Engine’s Networking/Replication features along with Animation Blueprints and State Machines, I'll wire up your assets to enable fluid interactions and uniform gameplay on both listen and dedicated server setups. With my experience in handling similar tasks, especially using UE for complex interactions, vehicles, and weapons systems, I've successfully integrated dynamic experiences using Animation Montages and Chaos Vehicles. For instance, I recently developed a multiplayer shooter game where players could switch seamlessly between vehicle and on-foot combat, ensuring consistent replication across clients. I admire your focus on smooth transition animations, which is where my attention to detailed state machine blending will shine. Let's bring your assets to life in your third-person shooter game. I'm ready to dive into your existing setup and explain how we'll handle each element to meet your game’s requirements. Thanks, Shammi
$140 USD in 7 days
0.0
0.0

⭐⭐⭐⭐⭐ Hello, ✅ I can integrate your existing character, vehicles, and weapon packs into Unreal Engine 5.8 as a cohesive third-person, network-replicated shooter. I’ll focus on smooth animation transitions and reliable multiplayer synchronization across the full gameplay loop: ✅ Enter/exit vehicles from idle, walk, run & crouch ✅ Chaos vehicle/mech/bike/aircraft movement with existing animations, VFX & audio ✅ Weapon equip, aim, fire, reload, montages and effects ✅ Server-authoritative replication for movement, vehicles, weapons & gameplay actions ✅ Animation Blueprints, State Machines, Montage Blending and Niagara integration ✅ Blueprint implementation with C++ where networking or performance benefits ✅ Example interaction map, clean project structure and concise README I’ll thoroughly test listen-server and dedicated-server scenarios and ensure the project opens cleanly in UE 5.8 with supplied assets properly referenced. I don’t have verified past multiplayer work samples to link, so I won’t provide fabricated portfolio links. I can instead demonstrate the implementation through the completed project and provide clean, reviewable commits. Ready to start with the existing assets and project setup.
$140 USD in 3 days
0.0
0.0

Hi, New on Freelancer — 20 years of development experience behind us. We're taking our first few projects here at a fraction of our normal rate purely to build our review history. You get senior agency work at junior pricing; we get a review. Straight trade. integrating multiplayer functionality in UE5.8 often requires careful synchronization of animations and assets across clients. I'd start by ensuring the network replication settings are optimized for your animated vehicles and firearms. Can you share access details or a staging environment to begin?
$140 USD in 7 days
0.0
0.0

Integrating your rigged character and animated vehicles into Unreal Engine 5.8 for a seamless multiplayer experience poses a unique challenge, but I can ensure smooth transitions and flawless replication of all gameplay elements. Your objective is clear: to have players interact with vehicles and weapons without any glitches. I will employ Animation Blueprints and State Machines to guarantee that enter/exit sequences are fluid and synchronized across clients. Additionally, I’ll leverage C++ where necessary to optimize replication and performance, ensuring that all actions—from vehicle locomotion to weapon firing—are consistent. Quality assurance will be a priority; I will test all interactions rigorously in both listen- and dedicated-server setups to confirm identical results. I’ll provide a clean project setup in UE 5.8, along with a README detailing the project structure. Please feel free to reach out so we can connect and further explore how I can contribute to your project's success. Kind regards, Ethan
$100 USD in 8 days
0.0
0.0

Hello, I’ve reviewed your requirements and can wire your existing character, vehicles, weapons, animations, VFX, and audio into a fully network-replicated Unreal Engine 5.8 third-person shooter. I have strong experience with Unreal gameplay systems, Blueprints/C++, Animation Blueprints, state machines, montages, Niagara, weapon systems, vehicle mechanics, and multiplayer replication. I’ll implement smooth enter/exit transitions across idle, walk, run, and crouch, vehicle movement/damage/audio/VFX, and complete weapon equip/aim/fire/reload flows using your supplied assets. Replication will be handled carefully for server/client consistency, including relevant RPCs, replicated state, ownership, and prediction where appropriate. I’ll also provide an example map demonstrating every interaction, clean project structure, input mappings, and a concise README. I’ll test listen-server and dedicated-server scenarios and ensure the project opens cleanly in UE 5.8. I’m available to start immediately and can share relevant multiplayer/vehicle/weapon work and discuss milestones. Best regards.
$150 USD in 3 days
0.0
0.0

Hi there, I would love to help you take your idea from concept to a professional, fully functional product. Every detail matters — from designing a clean and engaging user experience to ensuring everything runs smoothly, performs reliably, and scales seamlessly as your project grows. With my experience in Unreal Engine 5.8 and multiplayer integration, I can ensure that your rigged character, vehicles, and firearms work flawlessly together. I prioritize smooth transitions and accurate network replication, so all players experience consistent gameplay. My expertise in Animation Blueprints, State Machines, and the Gameplay Ability System will be instrumental in achieving the detailed requirements you've outlined. I’m passionate about turning visions into results, and I’d be glad to learn more about your idea, understand your goals, and discuss the best way to bring it to life. My focus is on delivering solutions that not only meet expectations but exceed them, leaving you confident and satisfied with the outcome. Kind regards, Pieter
$200 USD in 7 days
0.0
0.0

Hello, I can take this on. Your UE5.8 project is a strong fit for integrating complex multiplayer gameplay systems with smooth animation-driven transitions and replication-safe logic. I’d wire the character, vehicles, and firearms into a clean in-project structure so everything works together in a listen- or dedicated-server setup. The focus would be on polished enter/exit flows, reliable replication for vehicle movement and weapon actions, and ensuring all supplied animations, audio, Niagara, and VFX assets are correctly referenced and triggered in-engine. I’m comfortable blending Blueprints with C++ where it improves replication reliability or performance, and I’d deliver a small demonstration map plus a concise README covering structure, inputs, and any custom systems used. I can also provide relevant examples of comparable multiplayer integration work, including vehicle-driven gameplay and networked weapon systems, for review before we discuss timelines and milestones. Best, Kanae
$155 USD in 19 days
0.0
0.0

Hi, Quantum Code Solutions is available to transform your rigged character, vehicle lineup, and firearm assets into a fully wired, network-replicated UE 5.8 experience. The core of a responsive multiplayer framework lies in precise RPC execution, smooth montage blending, and Chaos Vehicle integration to ensure player transitions, vehicle physics, and weapon assembly remain latency-resistant across all clients. We plan to utilize Animation Blueprints, State Machines, and custom replication subsystems to integrate your tank, mech, bike, and aircraft alongside full weapon VFX and MetaSounds. Recently, our team delivered a custom multiplayer framework for a complex vehicle-and-weapon system in Unreal Engine. We designed networked interaction logic that handled seamless character enter/exit transitions and real-time projectile replication without visual desync under latency. We corrected animation popping issues and built a structured project architecture complete with custom input mappings and optimized Niagara FX routing. Our work ensured complete server-client parity and delivered an easily scalable foundation across hardware configurations. Let's discuss in more detail now. Reach out to initiate a conversation! Best regards, Quantum Code Solutions
$140 USD in 7 days
0.0
0.0

Hello! Wiring up multi passenger vehicles and weapon systems in Unreal Engine 5.8 requires precise network synchronization to avoid visual jitter and state desynchronization. The area that tends to get tricky is handling the possession handoff and movement component overrides during vehicle entry and exit transitions. If RPC execution order or local client prediction gets out of alignment, players will experience snapping or delayed mesh attachments. I solve this by managing state changes through server validated RPCs paired with local client prediction for immediate visual feedback. One thing I'd like to confirm is whether you plan to use standard Chaos Vehicles or custom physics implementations for the aircraft movement? Recently I have designed and built a similar multiplayer shooter framework in Unreal Engine that integrated custom character states, drivable vehicles, and network replicated firearms. My previous implementation utilized C++ base classes for core network replication to minimize bandwidth and Blueprint child classes for flexible animation montage blending, MetaSounds triggering, and Niagara FX spawning. This architecture delivered seamless client-server synchronization under high latency while keeping the project structure clean, performant, and fully documented for future expansion. Best, Ariba
$140 USD in 7 days
0.0
0.0

Atlanta, United States
Payment method verified
Member since Feb 3, 2019
$10-30 USD
$15-25 USD / hour
$10000-20000 USD
$30-250 USD
$30-250 USD
$30-250 USD
₹600-1500 INR
$8-15 USD / hour
$30-250 USD
$15-25 USD / hour
$250-750 USD
$750-1500 USD
$3000-5000 USD
$3000-5000 AUD
$250-750 USD
$250-750 USD
₹12500-37500 INR
$10-30 USD
$30-250 AUD
$30-250 USD
₹1500-12500 INR
$5000-10000 USD
₹600-1500 INR
$30-250 USD