// the find
DruidMech/MultiplayerCourseBlasterGame
A complete multiplayer shooter project. This project accompanies the Udemy course that teaches how to create it.
A complete Unreal Engine 5 multiplayer shooter built as the companion codebase for a Udemy course by Stephen Ulibarri. It covers the full stack of a networked third-person shooter: client-side prediction, lag compensation, multiple game modes (FFA, Teams, CTF), and a reusable MultiplayerSessions plugin for Steam lobby management. This is educational material, not a production template.
LagCompensationComponent implements server-side rewind (SSR) — a non-trivial technique that most tutorials skip entirely, so seeing a worked example in UE5 C++ is genuinely useful. The MultiplayerSessions plugin is cleanly separated from the game module and wraps the Online Subsystem in a way that's actually reusable across projects. The weapon hierarchy (Weapon → HitScanWeapon / ProjectileWeapon → specific types) is structured correctly and shows proper use of UE's replication system rather than hacking things through RPCs. Three game modes sharing a base BlasterGameMode keeps per-mode logic thin.
It's a course repo, which means the commit history is a step-by-step tutorial artifact rather than a maintainable codebase — don't expect clean separation of concerns or justification for design decisions outside the video. BlasterCharacter.cpp is almost certainly a 2000+ line god class; that's a teaching choice, not something to copy into a real project. The UAssets checked into git make the repo unwieldy for anyone not following the exact course — binary diffs are useless and the repo will bloat badly over time. No automated tests whatsoever, so verifying that lag compensation actually behaves correctly under simulated packet loss is left entirely to manual play.