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, and GetPlayersOnline for how many players are in the app's world.
Hear its messages
Hear a Server Object's messages from C++ with WatchMessage and UnwatchMessage, the FOnCrowdyServerMessage listener and its payload in the message's struct or read by name, the announcement of the shared boss's fall, when a message is delivered, held or lost, and what happens to a message that players cannot listen to.
Call its functions
Call a Server Function with UCrowdyServerObject::Call, with a struct or with inputs added in the asset, what the SDK retries for you, a Game Kit starter's refusal Code, and binding a C++ handler to the Blueprint call's FCrowdyServerCallDone, which has five parameters. The call outcomes and the refusals that come from your own server code are on the troubleshooting page.
Call a Server Function Library
Call a Server Function Library from C++ with UCrowdyServerObjectLibrary::CallLibraryFunction, with a struct or with inputs added in the asset, roll loot from the chest on the north road, how the call is held and answered exactly once, what a missing definition, a type that is not a library, an unknown function or a missing world answer, and why the first call after idle can be slow.