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Version: 5.x

Next Steps

You've got the core loop working: players log in, pick a character, get into a server the backend started, and their data is saved. From here, add what your game needs. This page is a map of what's available and where to start.

Getting Players Together​

FeatureWhat it gives you
PartiesGroups of players that matchmake, queue, and travel together
FriendsFriend lists, requests, blocking, and seeing what friends are playing
Realm ContactsPer-character contact lists within a realm
Guilds and AlliancesPlayer-run organizations, with tags shown next to names
Text ChatRealm, guild, server, and private chat
TicketingTuning matchmaking, queuing, or writing your own flow

Building Bigger Worlds​

FeatureWhat it gives you
ZonesSplit a world across multiple servers and move players between them
ShardingAutomatically add copies of busy zones
Instanced DungeonsPrivate instances players enter from a persistent world
Sync ItemsActors whose state is shared between servers and optionally saved
World Data and Zone DataSaved state for a whole world or one zone
InteractablesA pattern for things players interact with, without RPCs scattered everywhere
RealmsMultiple realms, maintenance windows, and a default proxy

Accounts​

FeatureWhat it gives you
AuthenticationSteam, Epic, Discord, Twitch, JWT, and username/email accounts
Transactional EmailEmail verification for email accounts

Before You Ship​

When you're ready to test in a production-like environment:

  1. Package your game, including a Linux dedicated server.
  2. Deploy to a local Kubernetes cluster to test the real deployment on your machine.
  3. Deploy to the cloud.
  4. Move passwords and API keys into a secrets provider, and replace every placeholder secret from the default config (production deployments refuse to deploy while any are left).
  5. Set Director Uri (or a redwood.json) for each environment your builds connect to.

Along the way, the Config Reference lists every backend setting, the Unreal Plugin Reference lists every class and function, and Troubleshooting covers common problems. If you get stuck, reach out!