We are looking for a Senior UE5 C++ Gameplay Engineer . If you are looking to give your career a real boost with a global leader in digital transformation, EPAM is the perfect choice. If you'd like to learn more about this position and project, apply now. Responsibilities Design and develop UE5 C++ plugins and modules with runtime plugin architecture, including Build.cs configuration and module dependencies Implement real-time audio streaming systems using USoundWaveProcedural, including PCM buffering, resampling, sample-rate/audio-format handling, underrun mitigation, and latency tuning Integrate WebSocket and streaming protocols in C++ with persistent session management, JSON-based event protocols, reconnection strategies, and backpressure handling Integrate LLM / Conversational AI voice systems including TTS and STT, prompt and session design, turn-taking systems, and latency investigation/debugging Architect event-driven systems using decoupled delegates, event bus patterns, Unreal subsystems, and cross-system integration Implement MetaHuman runtime lip-sync systems, audio-to-viseme pipelines, and feed streamed audio into facial animation Work with embedded Lua scripting and a Lua-driven data and logic layer, including C++/Lua bridge architectures Perform audio and network debugging/profiling, including tracing raw protocol events and diagnosing audio quality, latency, and streaming issues Requirements Strong experience with UE5 C++ plugin/module development, runtime (non-editor) code, plugin boundaries, and integration patterns Proven expertise in real-time audio streaming in Unreal Engine (USoundWaveProcedural, PCM buffering, resampling, sample-rate and audio-format handling, underrun mitigation, and latency tuning) Hands-on experience with WebSocket / streaming protocol integration in C++, including persistent session management, JSON-based event protocols, reconnection strategies, and backpressure handling Experience with LLM / Conversational AI voice systems: TTS and STT integration, prompt and session design, turn-taking systems, and latency debugging Solid understanding of event-driven architecture: decoupled delegates, event bus patterns, Unreal subsystems, and cross-system integration Experience with MetaHuman integration, runtime lip-sync systems, audio-to-viseme pipelines, and feeding streamed audio into facial animation Proficiency with embedded Lua scripting, experience working with a Lua-driven data and logic layer, and familiarity with C++/Lua bridge architectures Strong audio and network debugging/profiling skills: tracing raw protocol events, diagnosing audio quality issues, and diagnosing latency and streaming issues Experience with libwebsockets is a plus Nice to have Experience with StateTree in Unreal Engine Background in gameplay systems and components Knowledge of multiplayer replication Proficiency with Blueprints Experience with animation systems