Use when writing SpacetimeDB Unreal Engine clients, generated Unreal bindings, Unreal plugin setup, `DbConnection`, ticking the connection, cache access, subscriptions, reducer invocation, or identity handling.
Use when writing SpacetimeDB Unreal Engine clients, generated Unreal bindings, Unreal plugin setup, `DbConnection`, ticking the connection, cache access, subscriptions, reducer invocation, or identity handling.
Triggers on: Unreal, Unreal Engine, UE, Unreal SDK, URemoteTable, USubscriptionBuilder.
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The Unreal SDK processes messages automatically through WebSocket callbacks and UDbConnection ticking; do not add a manual polling loop unless the project already has one.
Use generated Conn->Db table objects for subscribed cache reads and Conn->Reducers for reducer calls.
Bind OnInsert, OnDelete, OnUpdate, and reducer delegates before subscribing when startup events matter.
SubscribeToAllTables() is useful for examples; production code should subscribe to specific SQL/query sets.
Use generated Unreal class and delegate names from the project. Do not copy sample UUserTable or FUserType identifiers unless they exist locally.
Keep plugin setup, generated code, and gameplay classes separate unless the existing project layout combines them.