// the find
JanSeliv/Bomber
Complete Steam multiplayer game with Game Feature Plugins modding in UE5.7
A complete Bomberman clone built in Unreal Engine 5, actively developed since 2019 and shipping on Steam. It's a real, playable game — not a tutorial project — and the codebase demonstrates how to wire together a large number of modern UE5 systems in a single coherent project. The target audience is UE5 developers who want working reference implementations of GAS, Mover 2.0, Game Feature Plugins, State Trees, and Push Model replication all in one place.
The modding system via Game Feature Plugins is the standout feature — each difficulty modifier (Play Area Surrounder, Bomb Storm) ships as a separate, cookable GFP, which is exactly how Epic intends the system to be used and is rare to see in open source. The networking work is serious: Push Model + Iris replication, with documented benchmark results showing up to 642% efficiency gains, and the migration to Mover 2.0 specifically to improve high-ping responsiveness shows real multiplayer thinking. The level generator is single-pass and runs in under 1ms for a 40x40 grid, moved off the main thread — that's not a toy implementation. Blueprint exposure is complete and deliberate: every C++ class is UCLASS/UPROPERTY/UFUNCTION annotated, so the project genuinely works as a starting point for teams that split C++ and Blueprint work.
The repo recently dropped from ~20 GB to ~100 MB by stripping most content out to a GitHub Release, which means cloning and running actually requires downloading a separate asset bundle — the getting-started story has a hidden step that will bite anyone who just does a fresh clone. There's no automated test suite of any kind; a project this complex with multiplayer and GAS interactions really should have at least smoke tests. The dependency on UE 5.7 (just updated June 23) means you can't open this without a very recent engine build, and the Android support is explicitly experimental with known issues — that disclaimer is buried in the badge row. Documentation lives across a Google Doc, Trello, and the README, which is fine for a hobby project but becomes a maintenance burden as the team grows.