Get a Server Object
Acquire a Server Object from UCrowdyServerObjectSubsystem, how owners share one object and when it is given back, the four statuses, Owner Only types, and what sign-out, map travel and a dropped connection do.
Read and follow its variables
Read a Server Object's variables that players can see from its state struct and react to each change with WatchValues, when the listener runs, what the field names in it are, and what a client can and cannot do with the values.
Call its functions
Call a Server Function with UCrowdyServerObject::Call, with a struct or with inputs added in the asset, and what the SDK retries for you. The call outcomes and the refusals that come from your own server code are on the troubleshooting page.