ВнешняяFreelancerRemote$250–$750 USD

UE5 Server Optimization Mod

Краткое

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.

Оригинал

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

Локация & Details

ИсточникFreelancer
Бюджет$250–$750 USD
ЛокацияRemote
Дата публикации2026-05-19 00:17:49
C ProgrammingLinuxGame DesignC# ProgrammingC++ ProgrammingDebuggingGame DevelopmentUnreal EngineReverse Engineering
Перейти к источнику →

About this listing

This remote opportunity was imported from Freelancer and is shown here for discovery. To apply, follow the link to the original posting.

Skills mentioned:
C ProgrammingLinuxGame DesignC# ProgrammingC++ ProgrammingDebuggingGame DevelopmentUnreal EngineReverse Engineering