Skip to main content
Version: 5.x

Getting Started

This Getting Started section is your one-stop guide for going from nothing to an Unreal project fully integrated with Redwood: players logging in, creating characters, getting into dedicated servers that the backend starts for them, and having their data saved. It works for a brand new project or one you've been building for years, and for both Blueprint and C++ projects.

If you want to get started with the Redwood backend, you'll first need to register for a license.

The Path​

Each page builds on the previous one, so we recommend following them in order:

StepPageWhat you'll do
1Getting AccessCreate your Redwood account
2PrerequisitesInstall Node.js, Unreal Engine, and C++ tools
3InstallingDownload the plugins and backend, set up your hosts file, and create your backend config
4Setting Up UnrealEnable the plugins and wire Redwood into your game modes, game state, player state, maps, and Data Assets
5Building the Main MenuConnect, log in, choose a realm and character, and join a server
6Running with the BackendStart the backend locally and play through the whole loop
7Saving Player DataPersist your characters' data
8Running without the BackendIterate on gameplay in PIE without the backend
9Next StepsAdd the features your game needs and get ready to deploy

A Few Terms First​

You'll see these throughout the docs; the Architecture section explains them in depth.

TermWhat it is
DirectorThe central service that handles accounts, authentication, and the list of realms. Your game client connects to it first.
RealmA self-contained game world with its own characters and game servers. Most games have one; MMOs might have several.
Game profileA game mode defined in the backend config (game.yaml), with its zones, maps, and rules. Matched to a Game Mode Data Asset in Unreal.
GameServerProxyWhat players think of as a "server" or "lobby": a persistent record of a game session that can be started and stopped.
Zone and shardA proxy's world can be split into zones (each its own Unreal server), and busy zones can be split into shards (copies of the zone). A simple match has one zone and one shard.
SidecarA small Node.js service that runs next to every Unreal server and relays everything between it and the realm.
Config environmentA folder of YAML files that overrides the backend's default configuration for your game (and for each environment, like local development or production).
Dev InitiatorA single process that runs the entire backend on your machine for development.

Where Things Are Documented​

Once you've finished Getting Started, these sections are your reference:

  • Deploying to Kubernetes: packaging your game and running Redwood locally in Kubernetes or in the cloud
  • Features: how each feature works and how to use it, from authentication to guilds to instanced dungeons
  • Unreal Plugin Reference: every class, component, function, event, Blueprint node, setting, and type in the Unreal plugins
  • Configuration: how the backend config system works, plus the Config Reference with every variable, its default, and what it does
  • Architecture: how the services fit together
  • Troubleshooting: common problems and their fixes
tip

These docs are also shipped with the backend, so you (or an AI coding assistant) can read them offline alongside the code.