I will unreal engine 5 game development ue5 blueprint fix optimize multiplayer level


About this gig
Your Unreal Engine 5 project crashes, stutters, or won't build and your deadline won't wait. I fix, build, and optimize UE5 games and blueprints that actually ship.
I've seen every UE5 pain point: blueprint spaghetti, multiplayer replication bugs, frame drops, and systems that fail at runtime. I diagnose the root cause, not patch symptoms.
What I fix and deliver:
- Blueprint scripting & gameplay systems (combat, AI, inventory, UI/UMG)
- Multiplayer setup, replication & dedicated server testing
- Performance optimization (FPS boost, Lumen/Nanite tuning)
- Bug fixing, crash debugging & build/packaging errors (C++ plugins)
- Level assembly, lighting & cinematic sequences
- MetaHuman setup, animation retarget & Control Rig
- Full playable prototype from your design doc
Tools: UE5.5, Blueprints, C++, Quixel, Niagara, MetaHuman, Git
Why work with me:
- Root-cause fixes, not surface patches
- Fast replies, daily progress updates
- Clean, commented blueprints you can extend
- On-time delivery, every time
Send your project file or a short bug video, and I'll reply with a clear diagnosis and fix plan before you order. Questions? Message me first.
Get to know Lily
I bring characters, worlds, and games to life
- FromCanada
- Member sinceOct 2026
Languages
English, Spanish, German, Italian, French
FAQ
What do you need from me to start?
Send your Unreal Engine version, describe the feature or bug, and your zipped project or Git link. If it's a bug, a short screen recording helps me diagnose faster. Tell me your target platform (PC, mobile, VR) and deadline. I review everything and reply with a clear plan before work begins.
Do you fix bugs or only build new features?
Both. Much of my work is debugging Unreal Engine projects: blueprint errors, packaging failures, crashes, multiplayer replication issues, and performance drops. I diagnose the root cause, fix it, and explain what went wrong. I also build gameplay systems and playable prototypes from your design doc.
Which Unreal Engine versions do you support?
I work primarily in Unreal Engine 5 (5.1 through 5.5) and can handle legacy UE4 projects to migrate or fix. Tell me your exact version when you message me. For migrations, upgrade in steps and I'll flag any plugin or asset compatibility issues before we start, so nothing breaks mid-project.
Can you work with multiplayer and online subsystems?
Yes. I set up listen and dedicated server multiplayer, actor and variable replication, gameplay ability systems, and Steam or Epic Online Services integration. Multiplayer needs early planning, so message me first with your player count and session design so I can scope it in the right tier for you.
Will my project files and ideas stay confidential?
Yes. Your project, assets, code, and design documents stay between us. I never share, reuse, or showcase client work without permission. If you require an NDA, say so on request and I'll sign one before you share anything sensitive. Files are deleted after delivery and a short backup window.
What if the bug can't be fixed or the scope grows?
I always diagnose before committing. If the issue is bigger than expected, I'll tell you immediately and propose options, a revised scope, an upgraded package, or a full-refund cancellation, before doing extra work. I never silently expand scope or add charges. Honest scoping protects both of us.
Do you optimize performance and frame rate?
Yes. I profile to find bottlenecks, draw calls, shaders, Lumen/Nanite settings, texture streaming, blueprint overhead, then fix them to boost FPS on your target platform. I share before/after stats so you see the improvement. Optimization is in Standard and Premium, and as an add-on for Basic.
Will I own the work and get the source files?
You own everything I create, blueprints, C++ code, levels, and assets built for your project. Premium includes the commented source project. Standard includes a playable build plus the files I created. Basic includes the fixed or created system. No lock-in, no royalties, no hidden strings.
How fast can you deliver and do you rush orders?
Delivery depends on scope: single fixes in 2 days, multi-system work in 5 days, full prototypes in 10 days. I keep my queue small. If you have a tight deadline, message me before ordering, I can often rush for a small extra fee, but only if I'm confident I can hit your date without cutting quality.
What's the difference between your packages?
Basic covers one blueprint system or a single bug fix. Standard adds three gameplay systems, bug fixes, an optimization pass, and a playable build. Premium is a full prototype with multiplayer, level design, cinematic, source files, unlimited revisions. Unsure? Message me and I'll guide you.

