A high-performance, server-authoritative, and modular seating plugin for Unreal Engine 5. Includes late-joiner synchronization, dedicated server support, and a decoupled component-based architecture. This plugin provides a "plug-and-play" solution to handle replicated character-to-object interactions.
- Server-Authoritative Interaction: Full validation on the server to prevent "teleport-sitting" and distance-based exploits.
- Late-Joiner Correctness: Uses state-based replication (Atomic Structs + OnRep) ensuring players who join mid-session see the correct world state.
- Component-Based Architecture: Decoupled logic allows you to add seating to ANY actor (Chairs, Couches, Vehicles, Horses) without inheritance bloating.
- Deterministic Contention Handling: Gracefully handles "race conditions" where multiple players attempt to sit in the same slot simultaneously.
- Event-Driven Cleanup: Automatic slot freeing via
OnDestroyeddelegates for disconnected players or destroyed objects. - UI/UX Integrated: Includes a C++ driven interaction prompt system that intelligently detects the closest available slot.
This system avoids unreliable Multicast RPCs. Instead, it uses a replicated Atomic Struct (FSittingState) containing the Seatable reference, Slot Index, and State. This ensures that all data required for the client to render the "Sitting" state arrives in a single packet, preventing visual glitches.
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Add the MultiplayerSeatingSystem folder into your project's
Plugins/folder. -
Add "ModularSeatingSystem" to your .Build.cs dependencies.
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Regenerate project files and compile.
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The Seatable: Add
USeatableObjectComponentto any Actor. Place SceneComponents (for exampleUArrowComponents) for seat slots in your viewport and register them with the component.

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The User: Add
UCharacterSeatingComponentto your Pawn. -
Interaction: Call the
Interact()function from your Input Action. This handles both sitting on the actor in the closest slot, and standing up if already sitting. There's alsoRequestSit(AActor* TargetSeatable, int32 DesiredSlotIndex = -1)exposed for sitting at desired seat slot, andRequestStand()for standing up.
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For states handling (for example animations), the component is exposing "IsSitting()" function which returns true after assigning the seat slot.