Download the Unreal SDK
Requirements
- Unreal Engine 5.5
- A C++ project. Blueprint-only projects need the C++ toolchain installed to compile the plugin.
Setup
Install the plugin
Plugins/ folder, so you have YourProject/Plugins/FlockUnrealSdk/.Then right-click your .uproject → Generate Visual Studio project files, and rebuild. The
plugin is enabled by default — verify under Edit → Plugins → Online Platform → Flock SDK.Configure
DefaultGame.ini.Let the version bake
Your first call
The SDK auto-initializes with your game, so there is nothing to start. Sign a player in, then read something back.
Sign in on BeginPlay, then read the game record — no Target pin on either node.
Initialization
Auto-Initialize On Load is on by default, soUFlockSubsystem is running before BeginPlay. To
defer past a splash screen or EULA, turn it off and call InitializeFromSettings() yourself.
Because init reads a baked version ID, it is synchronous and makes no network call — your game starts
the same offline as online.
Authenticate a player
Email, device ID, Google, Apple, Steam, Facebook, and Discord. The SDK exchanges the credential your platform SDK produced for a Flock session, stores the tokens encrypted between launches, restores the session automatically on startup, and refreshes expired access tokens silently.
Login and register are separate calls — registering does not sign the player in.
Work with your game data
One menu click turns your backend’s templates, configs, and shops into typed nodes. Tools → Flock → Sync Schemas — no C++, no toolchain, no compile step.
Tools → Flock → Sync Schemas generates typed assets from your own schemas.

Get Gameplay fetches, converts, and hands back a typed struct — break it for real pins.
Get → the engine’s Set members in struct → Save:

Get hands out the row ID alongside the struct, because Save needs it.
Get fetched.

Ticking a member exposes its pin — untouched members are left exactly as they were.

Purchase by picking an item — the ID is baked in and cannot be mistyped.
Prefer C++?
Switch Codegen Target toC++ and a sync emits a generated module instead — a USTRUCT per
template and config, a UENUM per ID set, and a typed call surface.

Codegen Target picks what a sync emits. Blueprint is the default.
BlueprintType, so graphs still see
your types after switching.
Explore features
Players & auth
Player data
Shops & inventory
Remote config
Analytics & events
Advanced settings
Project Settings also tunes analytics, HTTP retries, the offline cache, and the codegen paths. The defaults are sensible — change them only when you need to. Turning on Enable Debug Logs traces every network call under theLogFlock category, and each line
names its caller so you can tell a Blueprint graph from C++:
Offline caching
Config, game, shop-catalog, and player-template reads are cached to disk, scoped to your game version, and served when the server is unreachable — the server is always tried first, and there are no TTLs. Player data writes queue offline and replay automatically when the connection returns. Currency grants never do: a grant fails rather than being queued, and is never re-sent after an ambiguous failure, so it cannot double-credit.Error handling
Every call answers with aTFlockResult<T> rather than throwing — Unreal builds with exceptions off.
Check bSuccess, then read Value or Error.
Error, and
UFlockErrorLibrary turns it into display text or a coded-error check without matching strings.