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MP_ChatSystem

MP_ChatSystem is a C++ framework designed to mitigate memory bloat and bandwidth spikes using FastArray serialization and strict network relevancy culling.

Technologies Used

Unreal Engine 5.0+C++FFastArraySerializerOnlineSubsystemReplicationGraph

Plugin Info

Completed
startDate: 2024-04-01
endDate: 2024-05-15
engine: Unreal Engine 5.0 - 5.7
compatibility: Windows, Mac, Linux, Android, IOS

Visuals & Demos

youtube
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MP_ChatSystem: Complete multiplayer chat system demonstration

Standard array replication in Unreal Engine becomes a severe networking bottleneck in high-volume environments. When a standard TArray is replicated, modifying a single element can force the engine to evaluate and transmit large chunks of the array, leading to bandwidth spikes and degraded server performance. MP_ChatSystem bypasses this limitation entirely by leveraging Unreal's low-level FFastArraySerializer.

By mapping chat messages to a FastArray struct, the system achieves O(1) delta serialization. The server only transmits the exact bytes of the newly added message, utilizing MarkItemDirty() to ignore the rest of the historical array. To prevent server memory bloat, the architecture implements an automated circular buffer that drops old structs from memory simultaneously on the client and server without breaking the FastArray index sequence.

Security and data isolation are handled at the lowest network layer. By overriding the native IsNetRelevantFor() function on the chat room actors, the system physically prevents unauthorized clients from receiving packet data for private or distant spatial chat zones. This creates a hard, engine-level barrier against packet sniffing and data spoofing. The interface layer is strictly decoupled from this networking logic; exposed dynamic multicast delegates allow developers to build completely custom UMG frontends that simply listen to the underlying C++ data flow.

Core Capabilities

O(1) FastArray delta serialization for minimal bandwidth consumption

Automated memory synchronization via configurable message circular buffers

Engine-level relevancy culling to physically isolate network channels

Spatial Chat Zones utilizing physics overlaps for localized traffic routing

SaveGame API integration for persistent room history and message batching

Fully decoupled UI architecture relying on exposed event dispatchers

Native command parser for string manipulation and network RPC triggers

Architectural Implementation

01FastArray Delta Serialization

Wrapped chat message payloads inside an FFastArraySerializer struct. This ensures the replication graph only processes delta updates for new entries, entirely eliminating the O(N) bandwidth scaling inherent to standard array replication.

02Strict Network Relevancy Culling

Overrode the AActor::IsNetRelevantFor logic on the room instances. The server evaluates player proximity, team IDs, and permissions before writing data to the socket, physically preventing packet sniffing on the client side.

Plugin Specifications

Compatibility Matrix

Windows
Linux
macOS
Android
iOS
Target Engine:Unreal Engine 5.0+

Dependencies

OnlineSubsystem

API Documentation

Key Functions

UMP_ChatManager::CreateRoom(const FMP_ChatRoomDesc& RoomDesc, ...)

Instantiates a secure AMP_ChatRoom actor and establishes the FastArray buffer.

UMP_ChatClient::SendMessage(const FString& RoomID, const FString& MessageText)

Server RPC that packages the text payload into an FMP_ChatMessage struct for routing.

UMP_ChatClient::OnMessageReceived (Multicast Delegate)

Fires locally when the FFastArraySerializer replicates a new delta update, passing the data to the UI.

UMP_ChatLibrary::UniqueNetIdToString(const FUniqueNetIdRepl& NetId)

Statically converts a player's secure network ID into a string for UI display and data saving.

Integration Guide

1

Enable MP_ChatSystem and OnlineSubsystem in your project

2

Attach UMP_ChatManager to your Server GameMode

3

Attach UMP_ChatClient to your PlayerController

4

Bind custom UI Widgets to the UMP_ChatClient Event Dispatchers

5

Place BP_MP_ChatZone volumes in your level for physical room routing

Production Validation

  • Published a heavily scrutinized C++ framework to the Epic FAB Marketplace
  • Eliminated chat-related bandwidth spikes in dense multiplayer testing environments
  • Provided a memory-safe solution that prevents out-of-memory crashes during high-volume server uptime

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