Unblock the UE5 GAS and multiplayer holding up your milestone.
For Unreal Engine 5 studios stuck on Gameplay Ability System (GAS), replication or performance. A senior contract engineer finds the cause, fixes it under NDA and documents it, without a full-time hire.
One senior engineer.You talk to the person writing the code, on every call.
- 0Ability desyncs after QA on a GAS migration
- ~40%Tick performance recovered in an audit
- 3 wksTo a publisher demo
- 1Senior engineer, direct access
It works in PIE. It breaks with real players.
What studios tell us on the first call.
Desync only shows up at real latency.
Abilities fire twice, hits don't register, and the first you hear of it is a Steam review.
Nobody fully understands our GAS setup.
The person who built it left, the docs are a community guide, and every new ability breaks an old one.
Frame time keeps climbing and we can't say why.
Tick, replication and capture costs pile up until the next milestone is at risk.
What we fix.
Multiplayer and GAS first. Performance, rescue and modular work when they block the same milestone.
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01
Gameplay Ability System
Architecture, implementation, migration and debugging for GAS.
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02
Multiplayer engineering
Server authority, client prediction, replication and Replication Graph.
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03
UE5 performance
Unreal Insights audits, tick, CPU and replication optimization.
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04
Gameplay systems
Combat, inventory, equipment, progression and gameplay frameworks.
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05
Architecture & rescue
Architecture diagnostics, codebase audits, technical debt and rescue sprints.
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06
Modular UE5 engineering
Lyra, Game Features, modular gameplay and plugin work.
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07
Embedded engineering
Senior UE5 contracting, co-development and short-term engineering support.
Selected work.
Under NDA. Names sealed, outcomes on file.
- 01GAS combat migrationGAS / Networking0 desyncs
- 02Server-authoritative ability pipelineGAS / MultiplayerDemo in 3 wks
- 03Modular inventory & progressionSystems / GASUnblocked in 6 wks
- 04UE5 architecture auditProfiling / C++~40% tick
- 05GAS abilities & weapon system for an FPSGAS / Implementation12 abilities, 4 mo
Complex systems. Measurable results.
Case file 01 in 54 seconds: how a co-op action RPG went from double-firing abilities to zero desyncs after QA.
Have a similar bottleneck? Book a free teardown
Senior engineering, directly from the engineer.
Reignance Studios is led by Selwyn Rajwadi, a senior Unreal Engine 5 engineer working on contract across the Gameplay Ability System, multiplayer networking and gameplay architecture: 5+ years in UE5, 15+ systems shipped, 8+ studios served. You work directly with the engineer who writes the code, from the first teardown to the handoff. Selwyn on LinkedIn
How we work.
Teardown
45 minutes, free. We profile your project live.
Scope
Fixed price and milestones, agreed in writing.
Build
Playable builds at every milestone.
Handoff
Docs, walkthrough, two weeks of support.
Know what's broken before you commit.
The free teardown tells you whether there is a real problem worth solving. The Diagnostic tells you exactly what it is, and what the fix costs.
Architecture Diagnostic
From $749Two days. Written findings on your project's architecture, performance or multiplayer systems, and a fixed-price plan for the fix.
Larger development engagements are scoped individually. What drives GAS cost
Common questions.
What's your rate?
Work usually starts with an Architecture Diagnostic, from $749: a focused technical review of your project's architecture, performance or multiplayer systems. Larger development engagements are scoped individually. An hourly rate is available on request.
Do you sign NDAs?
Yes, always. Client work is confidential by default, and a mutual NDA can be signed before you share any detail.
What timezone are you in?
IST (UTC+5:30), with overlap calls scheduled for US, EU and AU teams.
What payment methods do you accept?
PayPal, Wise and direct bank transfer, invoiced in USD. Terms are agreed per milestone before work starts.
We've been burned by a contractor before. What's different?
You talk to the engineer doing the work on every call, not an account manager. Scope and acceptance criteria are written down before work starts, every milestone ends in a playable build, and handoff includes docs and a walkthrough. You are not alone: in 80 Level's 2024 survey of 181 studios, 47% were not fully satisfied with their outsourcing.
Can you join an existing codebase?
Yes. A short codebase review call sets the baseline, and we are usually productive within the first few days.
Are you a freelancer, a consultant, or a studio?
Practically: one senior Unreal Engine 5 engineer, contracting under a studio name. Freelance in structure, consultant in the diagnostic work, studio in how engagements are scoped and documented. If your procurement needs a company on the invoice, that is what Reignance Studios is.
Do you do GAS migrations on live projects?
Yes, it is the most common engagement: moving combat off character classes onto the Gameplay Ability System (GAS) in a codebase that already ships, without a content freeze. The GAS migration case file documents one delivered at zero ability desync. For a project with no abilities at all, the FPS GAS implementation case study shows a full foundation built in 3–4 months.
What if the Diagnostic finds a bigger problem?
Then you know in two days instead of two months. You get a fixed-price plan for the fix and decide; there is no obligation to continue.
Let's solve the hard part.
Free 45-minute teardown, no commitment, NDA before you share anything. Or send a confidential brief. Reply within 24 hours.
Book a free teardownSend a brief
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If nothing opened, write to contact@reignancestudios.com.