UE5 Server Optimization Mod
Budget: $250 – $750 USD
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
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