Unreal and ck-exec names
note
Server Objects run on ck-exec.
The SDK names things the way an Unreal project would. The platform's ck-exec pages, its operations tools and its logs use their own words. This table maps one to the other.
| Unreal SDK | ck-exec |
|---|---|
Server Object type: one definition asset, UCrowdyServerObjectDefinition | hub node type |
| Type Name | node type name |
Server Object: UCrowdyServerObject, from UCrowdyServerObjectSubsystem | a hub instance |
| Instance Id | instance key |
| Variables: the State Struct, or the variables added in the asset | the hub's state, kept in its snapshots |
| Server Function | method |
| Server Name of a function | method name |
Calling a Server Function: UCrowdyServerObject::Call | a call |
Call outcome: ECrowdyServerCallOutcome | reply status (mapped on Troubleshooting) |
Variables Visible to Players, and following them: WatchValues | the hub's state topic, subscribed to, and its read method |
| Save Interval Seconds | persist_every_ms |
| Idle Timeout Seconds | evict_after_ms |
The type's server code, generated into Server/<Type Name>/ by Generate Server Code | the type's crate, built into the module its manifest entry names |
Your code in logic.rs, implementing Functions | the hub's handlers: the generated lib.rs implements Hub and calls yours |
Deploy on the Server Compute page, and -op=deploy | a build (execBuild) then a deploy (execDeploy) of a manifest that lists every type under a root hub type |
| Version: one deploy, listed on the Versions tab of the Server Compute page, with Make active to go back | a version (execVersions); activating an earlier one is execActivateVersion, a rollback |
| Switch off and Switch on for a type | the kill switch, execSetEnabled with a node type; calls are refused with Denied meanwhile |
| A call and its log lines: click a line's flow to follow it | a flow, the 32 hex digits every line of one call carries (execLogs) |
| The Activity tab of the Server Compute page | execEndpointStats, calls per endpoint |
Spokes, mods and CLIENT halves have no Unreal SDK counterpart yet.
Two platform names show up where you might not expect them. read is the method the SDK calls to fetch the watched values, which is why no Server Function may use that name. And state is the one topic every Server Object's server code publishes its changes on.