Map Profile
A map profile is required setup. Every playable map needs a UCrowdyMapProfile assigned to it.
Authentication
Authentication runs through UCrowdyAuthentication, a UGameInstanceSubsystem owned by
Rendering Backends
A rendering backend decides how a replicated entity appears on remote clients.
Entities and Spawning
An entity is an actor that the SDK tracks and replicates across every client. You make an actor into an entity by adding a UCrowdyEntityComponent to it.
Actor State
Actor state is how a Dynamic entity keeps its visual state replicated across clients without you sending anything by hand.
Crowdy State (Property Replication)
Crowdy State replicates a property on an entity without you writing a snapshot struct or an executor.
RPC Events in C++
A CrowdyEvent is a function you call like a normal method. When you call it, the SDK sends it across the network and runs the body on the other clients.
RPC Events in Blueprint
You can send CrowdyEvents from Blueprint without writing C++.
Recipients and Routing
Every CrowdyEvent has a recipient. The recipient decides who runs the receiver and how far the event travels.
Channels
A channel is a named, non-spatial delivery group. Events and messages sent to a channel reach every member, at any distance, with no spatial decay.
Host Authority
One client in a session is elected as the host. The host is a convention the SDK gives you so you can pick a single client to own shared world work, such as spawning entities that belong to the world rather than to any one player.
Replicated Subsystems
A UE Subsystem can take part in CrowdySDK's view planes the same way an entity actor does, without ever becoming an actor. Mark a CrowdyState property on it and the value diffs and replicates; declare a CrowdyEvent on it and the call rides the reliable channel to every peer.
Debugging and Logging
When replication looks wrong, the fastest path to an answer is a simple loop: