Best Practices
Where a piece of state belongs, who decides an outcome, what a per-entity loop costs, and what the elected host is for. The rules every other page assumes you already know, stated once in the abstract.
Testing Locally
How to exercise RPC and Crowdy State replication with a single Play in Editor client using the loopback console variables, how to set up a genuine two-client PIE session and its account caveats, the per-area trace console variables worth reaching for first, and a short debugging loop.
Packaging and Shipping
A pre-cook checklist for setup mistakes that pass in the editor and only break in a packaged build: the baked registry, map profiles, project settings, what Shipping strips, and the plugin's own CoreRedirects.
Troubleshooting
A symptom-to-cause-to-fix table for the SDK's most common failures, then one section per row: a map profile that did not load, no rendering backend, entities tracked but never drawn, only some entities of a class appearing, a new player invisible until they move, events that never arrive, an entity you cannot target, a CrowdyState property that does nothing on the crowd, IPv4 versus IPv6, and a refused connection flooding the log.
Sample Project
A tour of crowdy-sdk-sample: the interact-switch pattern, the eight working examples, and what the repo does not (yet) contain.
What's Changed
A changelog for a project that integrated the Unreal SDK at 2.0 or 2.1 and is updating to 2.15 or later: the Game Models section and sessions, bundled sends, the teams rename, the retired connection monitor, the removed dev sign-in bypass, the deprecated persistence subsystem, the array-delegate signature change in 2.15.0, the Crowdy Studio live-values panel, the Game Model deprecation, the Game Model removal, and Server Objects that keep a record per entity, with This Actor's Area, Reads World Data and server values on crowd rows, and the sign-in prompt for the terms and the player's age, then the Platform Data settings, the platform's own refusal reasons, the Server Limits settings, Restart on Server Compute, Server messages with Listen To, and Server Function Libraries with Can Call Any Type, and in 2.21.0 the Game Kit starters as Server Object types with the Refused outcome and its Code, deploys built in parts, parties, chat, emotes and spectating, and driving the editor from a shell, then in 2.22.0 the rewritten voice chat, which every player needs the new SDK version for, and in 2.23.0 nearby text chat and the voice distance, then in 2.24.0 spawned entities that appear once and reach late joiners, the sign-out host fix, packaged Config and MIGRATION.md.