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BavGames edited this page Feb 6, 2026 · 16 revisions

Welcome to the Possessable System wiki!

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What Is Possessable System?

Possessable System is a high-performance system designed for Unreal Engine and is fully compatible with Blueprints. It delivers AAA-quality control mechanics for both single-player and multiplayer games while maintaining exceptionally high performance.

Control everything with Possessable System, modular, optimized — perfect for any UE project.


Technical Details

  • Engine Compatibility: Unreal Engine 5.0+
  • Platform Support: Windows (tested), other platforms should work but are untested
  • Network Support: Fully supported (Server-authoritative, Multiplayer & Single Player)
  • Programming Language: C++ (with full Blueprint integration)
  • Blueprint Support: Yes (BlueprintCallable / BlueprintAssignable APIs)
  • Replication: Yes (server-authoritative seat, enter/exit, and possession logic)
  • Multiplayer Ready: Yes (Listen Server & Dedicated Server compatible)

Core Features

  • Seat-based possessable system (vehicles, mounts, chairs, etc.)
  • Supports Attach Only and Pawn Possess modes
  • Deterministic seat indexing using Seat IDs
  • Multiple occupants support (driver + passengers)
  • Driver seat handling with automatic possess/unpossess
  • Client-side prediction for entering seats (no RPC spam)
  • Server-authoritative enter/exit validation
  • Safe fallback logic for missed animation notifies
  • Seat switching at runtime
  • Optional animation-driven enter/exit (Montage + Notify based)
  • MoveComponentTo based enter/exit transitions
  • Exit direction control (Default, Left, Right, Front, Back, or Custom Point)
  • Character scaling override per seat
  • Seat-based animation, blendspace, and IK support
  • Control input forwarding for Attach Only vehicles
  • Clean detach and state restoration on exit

Components Included

  • PossessableComponent
  • PossessableSeatComponent
  • CharacterSeatHandler
  • PossessableController
  • PossessablePoint

Intended Use Cases

  • Vehicles
  • Rideable animals
  • Turrets
  • Chairs / benches
  • Multi-seat platforms
  • Any attachable or possessable actor

Performance

  • Minimal per-tick cost (event-driven)
  • No unnecessary network traffic
  • Optimized replication and prediction flow

This system is suitable for both prototyping and production-ready projects, offering a clean API, solid performance, and flexible customization options.


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