Focus on building the game. We'll handle the chat. CometChat's Unreal SDK lets players talk to each other right inside the game, mid-match: 1:1 and group messaging, presence, moderation, and 40+ real-time delegates for messages, typing, and reactions. Full Blueprint and C++ support, so it fits your visual graph or your codebase. Ships with a chat panel and toggle button for your HUD, or build your own UI on CometChat's subsystem. Currently in beta, for Windows, macOS, iOS, and Android.
Your players can now talk to each other mid-match, right inside the game — no alt-tabbing to other apps, no bolted-on voice app. We built the CometChat Unreal SDK because we kept hearing the same thing from Unreal Engine studios: chat gets added last, and it's always the part nobody budgeted time for.
So we built a native plugin instead of a wrapper. The CometChat Unreal SDK is a real UE5 plugin: a GameInstanceSubsystem that owns the chat lifecycle, latent async nodes with Success/Failure pins for Blueprint, and multicast delegates for incoming events, all firing on the Game Thread so it's safe to update UI directly. Messaging: 1:1 and group, with history and pagination.
Groups and moderation: create, join, leave, member management, and message flagging built in. UI, if you want it: a drop-in chat panel and toggle button, or build your own on top of the subsystem. It runs on Windows, macOS, iOS, and Android, works in C++ or pure Blueprint.
Try it, and let us know what you think! We're in the comments all day.
How does pricing actually work once you start layering in voice, video, and the AI Agents — is that bundled or do usage-based costs stack up quickly at scale?
How does pricing scale as concurrent users and AI agent usage ramp up on the platform?
finally tried this with a side project and the moderation controls are way more useful than i expected, caught a spam pattern i'd have missed on my own.
I haven't used this product yet but I use comet chat for other products and I have always had a great experience with them.
The GameInstanceSubsystem owning the chat lifecycle is a smart call for UE5, but I'm wondering how it behaves during seamless travel when the world tears down mid match. Does the connection and message history survive a level transition, or do players effectively rejoin the chat each time?
For competitive lobbies where toxicity is a real problem (think 100-player battle royale), is moderation happening server-side before a message reaches other clients, or is it client-side filtering that a modified client could just bypass? That's usually the actual pain point studios hit with in-game chat, more than wiring up the API itself.
Nice launch. In-game chat is one of those things that sounds simple until you actually have to build it, so having a ready-made SDK here makes a lot of sense.
How does the AI Agents piece actually work under the hood. Is it your own models or can I bring my own and fine tune it for our specific use case.
About Gaming Chat SDK by CometChat on Product Hunt
“Chat drops into Unreal like it was always there”
Gaming Chat SDK by CometChat launched on Product Hunt on July 2nd, 2026 and earned 103 upvotes and 9 comments, placing #15 on the daily leaderboard. Focus on building the game. We'll handle the chat. CometChat's Unreal SDK lets players talk to each other right inside the game, mid-match: 1:1 and group messaging, presence, moderation, and 40+ real-time delegates for messages, typing, and reactions. Full Blueprint and C++ support, so it fits your visual graph or your codebase. Ships with a chat panel and toggle button for your HUD, or build your own UI on CometChat's subsystem. Currently in beta, for Windows, macOS, iOS, and Android.
Gaming Chat SDK by CometChat was featured in Developer Tools (515.4k followers), Tech (627.5k followers) and Games (98.7k followers) on Product Hunt. Together, these topics include over 266.5k products, making this a competitive space to launch in.
Who hunted Gaming Chat SDK by CometChat?
Gaming Chat SDK by CometChat was hunted by Pourav Raj. A “hunter” on Product Hunt is the community member who submits a product to the platform — uploading the images, the link, and tagging the makers behind it. Hunters typically write the first comment explaining why a product is worth attention, and their followers are notified the moment they post. Around 79% of featured launches on Product Hunt are self-hunted by their makers, but a well-known hunter still acts as a signal of quality to the rest of the community. See the full all-time top hunters leaderboard to discover who is shaping the Product Hunt ecosystem.
Want to see how Gaming Chat SDK by CometChat stacked up against nearby launches in real time? Check out the live launch dashboard for upvote speed charts, proximity comparisons, and more analytics.
Hey Product Hunt!
Pourav here, PM at CometChat.
Your players can now talk to each other mid-match, right inside the game — no alt-tabbing to other apps, no bolted-on voice app. We built the CometChat Unreal SDK because we kept hearing the same thing from Unreal Engine studios: chat gets added last, and it's always the part nobody budgeted time for.
So we built a native plugin instead of a wrapper. The CometChat Unreal SDK is a real UE5 plugin: a GameInstanceSubsystem that owns the chat lifecycle, latent async nodes with Success/Failure pins for Blueprint, and multicast delegates for incoming events, all firing on the Game Thread so it's safe to update UI directly.
Messaging: 1:1 and group, with history and pagination.
Real-time events: 40+ delegates covering messages, typing, receipts, reactions, presence, calls, and connection state.
Groups and moderation: create, join, leave, member management, and message flagging built in.
UI, if you want it: a drop-in chat panel and toggle button, or build your own on top of the subsystem.
It runs on Windows, macOS, iOS, and Android, works in C++ or pure Blueprint.
Try it, and let us know what you think! We're in the comments all day.