Installation & Quick Setup
Get your multiplayer chat working in under 5 minutes
Getting MP_ChatSystem running in your project requires zero C++ coding. The entire initialization process is handled by attaching two core components to your existing framework and spawning the default UI.
Follow these steps to get your multiplayer chat working in under 5 minutes.
Step 1: Enable the Plugin
Before you can use the system, you need to activate it inside your Unreal Engine project.
- 1Open your Unreal Engine project.
- 2From the top menu bar, navigate to Edit > Plugins.
- 3In the search bar, type
MP_ChatSystem. - 4Check the box to enable the plugin.
- 5Click Restart Now when prompted by the engine.
Step 2: Server Setup (The GameMode)
The server needs a manager to route messages, handle spatial zones, and authorize clients. This is done by adding the
MP_ChatManager component to your game's GameMode.- 1Open your project's custom GameMode Blueprint.
(Note: If you don't have one, create a new Blueprint Class derived fromGameModeBase). - 2In the top-left Components panel, click the green + Add button.
- 3Search for MP Chat Manager and add it.
- 4Compile and Save the GameMode.
Why the GameMode?
The GameMode only exists on the Server. By placing the Manager here, we guarantee that clients cannot manipulate room data, ensuring absolute Server-Authoritative security.
Step 3: Client Setup (The Player Controller)
Every player needs a local client component to send messages, process UI commands, and receive authorized data from the server.
- 1Open your project's custom PlayerController Blueprint.
- 2In the Components panel, click the green + Add button.
- 3Search for MP Chat Client and add it.
- 4Compile and Save the PlayerController.
Step 4: Spawning the Default UI
The backend is now fully connected. Finally, we need to show the chat interface to the player. We will do this inside the PlayerController.
- 1Still inside your PlayerController Blueprint, go to the Event Graph.
- 2Find or add the Event BeginPlay node.
- 3Drag off
Event BeginPlayand add an Is Local Player Controller node. Add a Branch (HoldB+ Left Click).
(This ensures a dedicated server doesn't try to spawn a UI widget). - 4From the
Truepin of the Branch, add a Create Widget node. - 5In the
Classdropdown, select the default plugin widget: WBP_ChatMain (or your custom UI equivalent). - 6Drag off the Return Value of the widget and add an Add to Viewport node.
- 7Compile and Save.
Step 5: Verify Your Setup
To test if everything is working:
- 1Ensure your custom GameMode and PlayerController are assigned in Edit > Project Settings > Maps & Modes.
- 2Set your Play In Editor (PIE) Net Mode to Play As Listen Server or Play As Client.
- 3Set the Number of Players to 2.
- 4Press Play.
You should now see the default chat UI on both screens. Type a message in one window, hit Enter, and watch it instantly replicate to the other!
Next Step: Head over to the Core Architecture & API Reference to learn how to manipulate the system using Blueprint nodes.