Newbie Spellweaver
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Sep 23, 2026
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Project Status: 🟡 Active Development
Game: PUBG: Black Budget
Engine: Unreal Engine 5.2
Project Type: Private Server / Backend Reconstruction
Current Focus: Hideout Initialization, Player Ownership & Network Compatibility
Release Date: TBD
DISCORD: https://discord.gg/UQuxdheVy


🔥 Introduction​

Hey everyone!

I've been working on a private server rebuild for PUBG: Black Budget, and figured it was time to start sharing some progress with the RageZone community.

The goal of this project is pretty straightforward:

Get the original PUBG: Black Budget client running on a custom private server, with functioning gameplay systems, character progression, and eventually the full extraction experience.

I'm not trying to recreate the game in a newer version of Unreal Engine or build something that just looks like Black Budget.

The goal is to get the actual original client working.

That means rebuilding the backend infrastructure, server networking, player management, and gameplay systems needed to communicate with the original client.

And as anyone who's worked on Unreal Engine private servers knows, that's a lot easier said than done.


⚙️ What We've Accomplished So Far​

Despite some pretty frustrating roadblocks, we've made significant progress on the backend and networking side.

✅ Custom Backend Server​

We've built a custom backend capable of handling several of the original client's requests.

Currently implemented and tested:

  • Authentication and login request handling
  • Account and character data management
  • Character selection and character information
  • Session management
  • Game server registration
  • Server allocation and connection handling
  • Backend logging and diagnostics
  • Custom launcher integration
The original client has successfully communicated with our backend and completed its initial login sequence.

This was one of the first major milestones.

✅ Original Client Connecting to Our Unreal Server​

This is probably one of the biggest breakthroughs so far.

We've successfully connected the original Black Budget client to our custom Unreal Engine 5.2 server.

During testing, we confirmed that:

  • The original client completed the Unreal networking handshake.
  • The server accepted the connection.
  • The player successfully joined the server.
  • The connection remained active for approximately 106 seconds during one controlled test.
  • The client continued transmitting network RPCs while connected.
Our diagnostic tools recorded approximately 400 incoming controller RPC calls during that session.

Most were repeated spectator position updates, along with an initial reliable RPC.

That might not sound like much, but it confirms that we're beyond simply getting the client to launch.

We have established working communication between the original client and our own Unreal server.

The challenge now is getting the server to provide everything the client expects after connecting.


🚧 Current Roadblock — The Hideout​

Right now, the biggest challenge is getting the hideout fully initialized.

The client can connect to our server, but we haven't successfully established the complete player ownership, character initialization, and gameplay state needed for a functional hideout.

The problem goes deeper than simply loading the correct map.

Black Budget uses customized Unreal Engine networking behavior, including renamed or obfuscated engine-level RPC functions.

These differences create compatibility problems when using a standard Unreal Engine 5.2 server.

For example, during our testing, we identified RPC numbering differences between the original client and stock Unreal Engine.

This means that even when a connection succeeds, the server may not interpret or provide the correct gameplay initialization behavior.

Without the original dedicated-server source code, we're having to reconstruct the necessary systems through analysis and testing.

And that's where most of our development time is currently going.

Build → Test → Capture Logs → Analyze → Adjust → Rebuild → Repeat.

Sometimes a change gets us closer.

Sometimes it breaks something that was previously working.

And sometimes we spend hours investigating something only to discover that the actual problem is somewhere else entirely.

But that's the nature of rebuilding a server without access to its original implementation.


🔍 What We're Working On Right Now​

Our current development efforts are focused on several areas.

1. Engine Networking Compatibility

We're investigating the differences between stock Unreal Engine 5.2 networking and the networking behavior expected by the Black Budget client.

The objective is to make our server compatible with the client's expected network messages, replication behavior, and player initialization sequence.

2. Hideout Ownership

We're investigating how the original client expects the server to associate a player with their hideout.

This includes account and character identity, server-side ownership, PlayerController initialization, PlayerState replication, and character possession.

3. RPC Analysis

We've developed server-side diagnostic tools to capture incoming client RPC activity.

We're using these captures to better understand the client's behavior and identify missing server functionality.

4. Character Spawning and Control

One of our next major milestones is getting the original client to receive and control a properly initialized character inside the hideout.

This requires more than spawning a generic Unreal character. The server needs to provide the gameplay state and networking behavior the client expects.

5. Server Stability

We're continuing to improve the backend, connection handling, and diagnostic systems so that future testing becomes more reliable and repeatable.


🗺️ Development Roadmap​

Here's the general direction we're working toward.

🟡 Phase 1 — Backend Infrastructure​

Status: Core functionality implemented

Authentication, character data, sessions, server registration, and initial connection handling.

Additional functionality and compatibility work remain.

🟡 Phase 2 — Original Client Networking​

Status: Partially working

The original client can connect to our custom Unreal server.

We're now working on engine compatibility, RPC handling, and replication.

🔴 Phase 3 — Functional Hideout​

Status: In development

Our next major milestone.

Goals include:

  • Correct hideout loading
  • Player ownership initialization
  • Character spawning
  • Player movement and control
  • Stable hideout sessions

⚪ Phase 4 — Hideout Systems​

Status: Planned

Once the hideout is functional, we can begin working toward:

  • Inventory and stash functionality
  • Equipment management
  • Character customization
  • Hideout interactions
  • Progression and persistence

⚪ Phase 5 — Gameplay Servers​

Status: Future development

The longer-term goal is to support the actual extraction gameplay experience.

That would involve:

  • Map loading and server allocation
  • Player deployment
  • Loot and inventory synchronization
  • AI and gameplay systems
  • Extraction handling
  • Returning to the hideout
  • Persistent character progression
These are development goals, not completed features or guaranteed release commitments.


🎯 What's Next?​

Our immediate priority is simple:

Get the original client into a functional hideout with a properly initialized, controllable character.

That's the foundation everything else depends on.

Once we achieve that milestone, we'll have a much stronger base for implementing the remaining gameplay systems.

Until then, the majority of our work will continue to focus on networking, replication, and engine compatibility.

We're also working on improving our diagnostic tools so we can spend less time guessing and more time identifying exactly what the client expects.


💬 Community & Collaboration​

I'm sharing this project because I know there are people here who enjoy the technical side of game server development, reverse engineering, and Unreal Engine networking.

If anyone has experience with:

  • Unreal Engine 5 dedicated servers
  • Unreal networking and replication
  • RPC serialization and function indexing
  • PlayerController and PlayerState initialization
  • Game server architecture
  • Network debugging and diagnostics
I'd be interested in hearing your thoughts and discussing technical findings.

I'm especially interested in connecting with developers who have worked on Unreal Engine private-server compatibility projects.

This is currently a development and research project, not a public server release.


📢 Final Thoughts​

I want to be transparent about where the project stands.

The backend is working through the initial login flow. The original client can connect to our custom Unreal server. But we do not yet have a fully functioning hideout or playable extraction experience.

There's still a lot of work ahead.

We're essentially reconstructing critical server-side systems without the original dedicated-server source code, and that's going to take time.

Some days we make noticeable progress. Other days it's nothing but debugging, failed builds, and staring at logs.

But we're continuing to work through it.

I'm not putting an ETA on anything because I don't want to promise something I can't deliver.

For now, I'll use this thread to share progress, technical discoveries, milestones, and the occasional frustrating roadblock.

The goal hasn't changed: original Black Budget client, custom private server, and eventually a functioning gameplay experience.

Thanks for reading, and feel free to follow the thread for future updates.

More to come.


Development Status: 🟡 ACTIVE
Current Milestone: Original Client → Functional Hideout
Next Major Goal: Player Ownership, Character Spawn & Control
Public Release: Not Announced
Discord: https://discord.gg/UQuxdheVy
 

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