UE5 Server Optimization Mod
Summary
Freelancer Client is hiring: UE5 Server Optimization Mod.
Location: Remote
We run a high-population UE5 game server (The Isle: Evrima) that experiences rubberbanding at 150+ players. We've done extensive server-side profiling and ruled out game thread CPU, bandwidth caps, tick rate, and all Lua-level tuning. The bottleneck is in the native replication pipeline — all actors remain DORM_Awake and get processed every tick for every connected player.
Requirements:
• UE4SS C++ mod development (not Lua — specifically the CppUserModBase API)
• UE5 networking and replication (NetDormancy, TickFlush, replication relevancy)
• Raw memory access and offset-based property manipulation in C++
• cmake build systems
Nice to have:
• Experience with RedpointEOS or Epic Online Services networking
• Wine/Proton compatibility experience
• Ghidra or reverse engineering background
• Experience with The Isle: Evrima or similar UE5 survival games
Skills: C Programming, Linux, Game Design, C# Programming, C++ Programming, Debugging, Game Development, Unreal Engine, Reverse Engineering
Budget: $250–$750 USD
Source: Freelancer Client via Remote / Online. Apply on the source website.
Original
We run a high-population UE5 game server (The Isle: Evrima) that experiences rubberbanding at 150+ players. We've done extensive server-side profiling and ruled out game thread CPU, bandwidth caps, tick rate, and all Lua-level tuning. The bottleneck is in the native replication pipeline — all actors remain DORM_Awake and get processed every tick for every connected player.
We need a UE4SS C++ mod built that manages actor dormancy at runtime based on distance to players. The server runs a Windows binary through Wine/Proton on Linux hosting.
Scope of work:
Set up UE4SS C++ mod build pipeline (CppUserModBase, cmake)
Implement per-frame game thread execution via on_update()
Iterate game actors, read positions, compute distances to players
Write NetDormancy byte via raw memory access (bypassing UE4SS reflection)
Hook FlushNetDormancy using RegisterPreHook with Cancel() to skip distant actors
Test and verify all functionality works under Wine/Proton
Deliver source code and build instructions
Required skills:
UE4SS C++ mod development (not Lua — specifically the CppUserModBase API)
UE5 networking and replication (NetDormancy, TickFlush, replication relevancy)
Raw memory access and offset-based property manipulation in C++
cmake build systems
Preferred:
Experience with RedpointEOS or Epic Online Services networking
Wine/Proton compatibility experience
Ghidra or reverse engineering background
Experience with The Isle: Evrima or similar UE5 survival games
Location & Details
Apply on source →About this listing
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