AdHoc Studio Delivers Dispatch on Unreal Engine

A remote-first team shipped the superhero workplace comedy Dispatch on UE 4.27 — Blueprints-first iteration, Sequencer previs, and backported UE5 CommonUI.

Studio AdHoc Studio
Engine Unreal Engine 4.27
Category Game Development
Source Unreal Engine
AdHoc Studio Delivers Dispatch on Unreal Engine

Overview

Dispatch is a narrative-driven superhero workplace comedy that shipped on Unreal Engine 4.27 to over a million copies sold in its first ten days, earning three BAFTA 2026 awards for Animation, Audio Achievement, and Supporting Performer.

AdHoc Studio — a remote-first team founded by veterans of Telltale, Ubisoft, and Night School Studio — built the game entirely Blueprints-first, using Sequencer and Control Rig for previs and CommonUI backported from UE5 to unify gamepad support across the team's diverse hardware.

The result is a \"western anime\" visual style combining hand-painted backgrounds with pre-rendered cinematics, all driven by a custom branching video buffering system that keeps interactive choices seamless.

Curated by Feative Studios
AdHoc Studio Delivers Dispatch on Unreal Engine

Challenge

A small remote-first team needed to deliver high-caliber cinematic storytelling without an AAA budget. The game required pre-rendered cinematics that remained fully interactive and branching — no room for pre-baked sequences that locked players out of choice.

Gamepad support had to work reliably across a wide range of player skill levels, from controller-veterans to casual keyboard-and-mouse users. And because the team had already outgrown the UE5 upgrade window mid-production, staying on 4.27 meant forgoing any engine-level quality-of-life features that shipped in later versions.

Solution

The team backported UE5's CommonUI and CommonInput from source to 4.27, giving the entire codebase a unified input abstraction that handled gamepad, keyboard, and mouse without per-screen rewrites.

Pre-rendered offline cinematics were built through Sequencer with hand-painted \"western anime\" backgrounds, while Control Rig and Sequencer together handled previs for complex scenes — letting animators iterate on camera work and character blocking before a single frame was committed to final render.

The dispatch-shift gameplay mechanic runs on a paused Level Sequence: an Event Track fires scenarios into the scene, the sequence pauses for player interaction, then resumes once a choice is locked. A custom branching video buffering system pre-loads alternate paths so transitions between branches feel instantaneous.

Result

Dispatch sold over a million copies in ten days and won three BAFTA 2026 awards: Best Animation, Audio Achievement, and Supporting Performer.

The \"western anime\" visual style — hand-painted backgrounds layered with pre-rendered cinematics — gave the game a distinctive identity without the render cost of real-time photorealism. Sequencer repurposed as a gameplay timing engine let a Blueprints-only team build core mechanics without a single C++ programmer on staff.

Key Takeaways

Takeaway 1Sequencer can drive gameplay timing — not just cinematics. AdHoc used a paused Level Sequence with an Event Track to fire dispatch-shift scenarios, letting designers iterate on pacing without touching gameplay code.
Takeaway 2Backporting UE5 features to 4.27 kept the team productive. CommonUI and CommonInput brought unified input handling to an older engine version, avoiding a disruptive mid-production upgrade.
Takeaway 3Blueprints let non-programmers build core mechanics independently. Designers owned the dispatch-shift system end-to-end, keeping iteration loops fast and freeing engineers for platform and tooling work.

Original Study

Source How AdHoc Used Unreal Engine to Deliver 2025's Narrative-Driven Hit Dispatch

An Unreal Engine interview with AdHoc Studio's CTO and Lead Programmer.

View the Original Study
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