> Markdown version of [/jobs/ext/276929-simulation-software-engineer-associate-or-experienced-virtual](https://www.wearedevelopers.com/jobs/ext/276929-simulation-software-engineer-associate-or-experienced-virtual). Every page supports `.md` or `Accept: text/markdown`. Links point to the HTML versions so they work for humans too. Agent guide: [/agents.md](https://www.wearedevelopers.com/agents.md). --- # Simulation Software Engineer (Associate or Experienced) (Virtual) - **Company:** Boeing Company - **Location:** Long Beach, CA, United States - **Experience:** Experienced - **Salary:** $92,650.0 - $182,850.0 - **Contract:** Permanent contract - **Skills:** Microsoft Windows, Application Programming Interfaces (APIs), JIRA, Microsoft Azure, C Sharp (Programming Language), C++ (Programming Language), Continuous Integration, Middleware, Network Interface Controllers, Github, Hardware-In-The-Loop Simulation, Python (Programming Language), Microsoft Visual Studio, Simulation Software, Subsystems, Transmission Control Protocol (TCP), WebSocket, Data Logging, Data Ingestion, Gitlab, Git, Information Technology, Unreal Engine - **Published:** May 19, 2026 - **Apply:** https://www.indeed.com/viewjob?jk=ef66ba6026b3123b ## About the Role The ideal candidate is a systems-minded software engineer who views Unreal Engine as a powerful middleware platform rather than just a game engine. You should have a deep understanding of the engine's underlying C++ architecture and a passion for solving complex synchronization and data-bottleneck challenges inherent in high-fidelity flight simulation. The candidate for this role is a leader, self-starter, enjoys working collaboratively with others, has a commitment to customer satisfaction and process improvement, and is successful working in a multi-program environment. This position will support the development of solutions to a wide range of complex problems that require ingenuity and innovation. The candidate should be adaptable to new development environments and eager to work with and learn new technologies., * 5+ year of developing using Unreal Engine * 7+ years of experience in C++ programming * 3+ years of experience using GitLab and/or Jira * To meet U.S. export control compliance requirements, a "U.S. Person" as defined by 22 C.F.R. §120.62 is required. "U.S. Person" includes U.S. Citizen, U.S. National, lawful permanent resident, refugee, or asylee. * Bachelor's Degree in an engineering discipline experience or 7 years' related, * Bachelor of Science degree in Engineering, Engineering Technology (including Manufacturing Technology), Computer Science, Data Science, Mathematics, Physics, Chemistry * Level 2: 1 or more years' related work experience or an equivalent combination of education and experience * Level 3: 3 or more years' related work experience or an equivalent combination of education and experience * UE4/UE5 expertise with shipped work in C++ (UObject lifecycle, Actors/Components, Subsystems). * C++: solid APIs, RAII, async/tasks, multithreading fundamentals. * Real-time integration with complex simulations/backends (e.g., aircraft/robotics/industrial): + ingest over sockets/WebSocket/shared memory (experience with middleware like DDS/HLA/DIS is a plus but not mandatory), + manage timestamps, buffering, interpolation, jitter/latency, and determinism/fixed-tick update paths. * Visualization performance engineering: use Insights/stat groups to find bottlenecks and hold steady frame budgets; UMG/Slate optimization. * CI/CD exposure: Git + a pipeline (GitLab/GitHub/Azure), automated packaging/tests, symbols/artifacts, crash capture. * Windows + Visual Studio toolchain; strong debugging and logging habits. * Clear written/spoken communication; ability to map an interface contract/ICD into UE data models. * Geospatial/large-world workflows, transforms, coordinate frames. * XR (OpenXR) or multi-display rendering basics. * Python or C# for build/pipeline/content tooling., This position must meet U.S. export control compliance requirements. To meet U.S. export control compliance requirements, a "U.S. Person" as defined by 22 C.F.R. §120.62 is required. "U.S. Person" includes U.S. Citizen, U.S. National, lawful permanent resident, refugee, or asylee. ## Description * Develop thread-safe Unreal modules and C++ middleware with exposed API bindings * Integrate UE with real-time backends/simulations: ingest time-stamped data, handle sync/rates, and maintain smooth visuals * Implement Software-in-the-Loop (SIL) and Hardware-in-the-Loop (HIL) synchronization layers within Unreal * Design low-latency Interface Control Document (ICD) implementations for UDP/TCP/Shared Memory data ingestion * Build clean UIs and bind them to live data * Profile and optimize with Unreal Insights; manage frame pacing, memory, loading, and asset streaming * Package reliable builds, write concise docs/samples, and collaborate across engineering teams ## Related Videos - [How a Small Team Shrank a Microsoft Monorepo by 94%](https://www.wearedevelopers.com/videos/1236-how-a-small-team-shrank-a-microsoft-monorepo-by-94) - [Collaboration Quantified: Lessons from Open Source Developer Networks](https://www.wearedevelopers.com/videos/1422-collaboration-quantified-lessons-from-open-source-developer-networks) - [WeAreDevelopers LIVE - Modern DevOps for IoT Devices and More](https://www.wearedevelopers.com/videos/1805-wearedevelopers-live-modern-devops-for-iot-devices-and-more) - [Coding an Immersive Copilot using Unity / .NET and Azure OpenAI!](https://www.wearedevelopers.com/videos/1204-coding-an-immersive-copilot-using-unity-net-and-azure-openai) - [Are Code Reviews Worth It? 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