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CometChat packs chat, voice, video, and AI Agents into one full-stack conversations platform - so you can stop duct-taping random tools and praying they play nice. Safety, moderation, and analytics come baked in, keeping things smooth as you scale. Flexible integration options for any stack you’ve got - because our job is running the infra, not making you babysit it.



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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.
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