Introduction to Unreal SDK¶
Welcome to the Beamable Unreal SDK Documentation!
The Beamable Unreal SDK provides all of the functionality to integrate Beamable's systems into your Project. It includes features like Authentication, Content, Events, Inventory, Microservices and much more.
SDK Design Principles¶
- Source-available and modifiable inside your project.
- Simple by default, with clear extension points.
- Explicit about assumptions when they exist.
- Full parity between Blueprint and C++ APIs (except when otherwise notated in docs).
Platform Support Roadmap¶
The Beamable Unreal SDK is designed to work across multiple platforms. Below is a table outlining the current support status and estimated time of arrival (ETA) for each platform.
| Platform | Client Support | Dedicated Server Support | ETA |
|---|---|---|---|
| Windows | ✅ | — | Released |
| Android | ✅ | — | Released |
| Linux | — | ✅ | Released |
| iOS | 🚧 Planned | — | Q4 2025 |
| Consoles | 🚧 Planned | — | Q1/Q2 2026 |
Beamable CLI¶
Most Beamable workflows are enabled through the Beamable CLI, our editor integrations making use of it to create Engine-specific workflows.
The SDK is tightly integrated with the CLI, in some ways more than others. For example:
- Content, being designer-focused, has its own UE-familiar content editing UI so you can edit the various JSON blobs that define your game's content.
- Microservices, more engineer focused, leans more directly on the CLI.
The Beamable CLI is invisible where it needs to be and explicit where needed.
Where to start?¶
We recommend for all new users to explore these starting points:
After this, it depends on what your game is and what you are looking to do.
- Our most utilized backend systems include:
- Custom features are explored in our Content and Microservices documentation with consideration to data structuring and writing custom code with Beamable.
If you have any questions, feel free to Contact Us through one of our Customer Success channels.