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Unreal Engine

Unreal plugins that accelerate production.

Epic Online Services leaderboards, achievements and sessions, Steam lobbies, inventory systems and hardware tooling. Blueprint-first plugins, published and maintained on Fab.

  • C++ · Blueprint
  • 6+ plugins published
  • Documented and supported
Available on Fab

6+ plugins, one publisher page.

Epic Online Services, Steam and production-ready game systems, integrated into an Unreal project in minutes.

Open the Fab store

Catalogue

Published plugins.

Each plugin solves one problem completely, exposes clean Blueprint nodes and ships with documentation.

Network & Multiplayer

EOS Leaderboard

An Epic Online Services leaderboard system exposed through simple Blueprint nodes for entries, ranks and stat submission.

  • Retrieve leaderboard entries
  • Query ranks on demand
  • Submit stats without blocking the game
Network & Multiplayer

EOS Achievements

Integrate Epic Online Services achievements in minutes with a clean, production-ready plugin and asynchronous Blueprint nodes.

  • Unlock achievements
  • Query player progress
  • Achievement unlock notifications
Network & Multiplayer

EOS Advanced Session

A complete Epic Online Services multiplayer session system without writing C++: lobbies, invites and voice for desktop or dedicated servers.

  • Create and find sessions
  • Public or private lobbies
  • Dev Auth Tool for testing
Game Systems

Simple Steam Session

A complete Steam-based lobby and multiplayer session system, ready to use and 100% Blueprint.

  • Create and find sessions
  • Private password-protected matches
  • Modular and extensible structure
Engine Tools

Pro Inventory System

A powerful and intuitive inventory system for collecting, storing and organizing game items, with an inventory viewer module.

  • Item, bag and shop components
  • Inventory Viewer module included
  • Solid foundation for advanced systems
Engine Tools

Hardware Infos

Retrieve and display player hardware details, including CPU, GPU, RAM, FPS and screen resolution to optimize performance.

  • CPU, GPU and RAM data
  • FPS, resolution and refresh rate
  • Free and performance-focused

How we build

Plugins built for production.

Every plugin goes through the same pipeline before it reaches the marketplace.

01

Planning

Identify the problem to solve and define the minimum viable scope.

02

Build and test

Develop in Blueprints/C++, test across Unreal versions and iterate.

03

Release

Prepare marketplace packaging, documentation, marketing assets and Fab publishing.

Next step

Need a plugin or a developer tool?

An Unreal plugin, an EOS integration or an editor tool to automate? Describe the system you need and we will scope it.

Contact Mecanes