
CometChat
Conversations, without the chaos
191 followers
Conversations, without the chaos
191 followers
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.
This is the 4th launch from CometChat. View more
Gaming Chat SDK by CometChat
Launching today
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.








Launch Team / Built With




CometChat
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.
ModuleX
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.
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.
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.
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.