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Enums

The enums you reach for most often when working with entities, RPC events, and Crowdy State properties, described in full below. Every other BlueprintType enum the SDK exposes is in the generated table at the end of this page, so a name you cannot find in the ten sections here is still worth a search there before you open a header.

ECrowdyEventRecipient​

Who runs a CrowdyEvent, and over which transport.

Header: Core/UDP/Enums/ECrowdyMessageType.h.

ValueMeaning
SpatialMulticastEveryone in range runs it, over the spatial path, thinned by decay and distance. The default.
MulticastEvery member of the session channel runs it, over the channel transport, at any distance with no decay.
OwningClientOnly the client that owns the target entity runs it.
HostOnly the elected host runs it. The host may act on any entity it has locally.
SpatialMulticast is the default recipient. For a full walkthrough of how each value selects its transport, see Recipients and Routing.

ECrowdyDecayRate​

How delivery probability falls off with distance.

Decay applies only to SpatialMulticast. It has no effect on the other recipients.
Value
No_Decay
Exponential_Decay
Linear_50
Linear_25
Linear_10
Linear_5

ECrowdyReplicationDistance​

The maximum distance, in chunks, that a SpatialMulticast event travels from the sender.

Values: None, One_Chunk, Two_Chunks, Three_Chunks, Four_Chunks, Five_Chunks, Six_Chunks, Seven_Chunks, Eight_Chunks.

Eight_Chunks is the default.

ECrowdyEntityMode​

How an entity replicates. Set it on UCrowdyEntityComponent.

Header: Replication/Components/CrowdyEntityComponent.h.

ValueMeaning
DynamicThe continuous state channel streams the executor's snapshot every interval. Use it for movement and anything high frequency.
StaticEvent only. State travels through SendEvent and CrowdyEvent handlers.

ECrowdyIdentityPolicy​

How an entity gets its NetID.

ValueMeaning
PlayerDerivedFrom the signed in user id. Only valid on the locally controlled player pawn.
StableHashed from the actor's level path. Every client computes the same id for a level placed actor.
RandomA fresh id each session. Use for runtime spawns.

ECrowdyRole​

This client's relationship to an entity.

Header: Data/CrowdyEntityTypes.h.

ValueMeaning
NoneNot registered.
OwnerThis client simulates the entity and sends its state and events.
RemoteProxyThis client receives state and events from the network.
HostOwnedOwned by whoever is host. Reassigned on host migration.

ECrowdyOwnership​

The authority axis for an entity: who owns and simulates it. Set it on UCrowdyEntityComponent. It is orthogonal to ECrowdyEntityMode and ECrowdyIdentityPolicy, and mostly matters for level placed world entities (a runtime host spawn is already owner on the host).

Header: Replication/Components/CrowdyEntityComponent.h.

ValueMeaning
LocalClientThis client owns and simulates the entity (Role=Owner). The default.
HostOwned by whichever client is currently host (Role=HostOwned, no per client owner). Use it for world or AI entities that must share one authority across every client.

ECrowdyHostOverride​

Whether the elected host may super-user-write a client owned entity's Crowdy State. Set it on UCrowdyEntityComponent. Only meaningful when Ownership is LocalClient.

Header: Replication/Components/CrowdyEntityComponent.h.

ValueMeaning
AllowThe host may override this entity's Crowdy State as a super-user, and the owner adopts the correction. The default.
OwnerOnlyOnly the owning client may change this entity. Even a host-sourced correction is dropped.
Host authority on the Crowdy State plane is a precedence-by-convention, not a server-enforced boundary. Keep authoritative or cheat-sensitive state off this plane. See host authority.

ECrowdyStateHeartbeat​

Per entity control over the Crowdy State keyframe heartbeat, the periodic re-send of CrowdyHeartbeat-marked properties. Set it on UCrowdyEntityComponent. On-change replication is unaffected either way.

Header: Replication/Components/CrowdyEntityComponent.h.

ValueMeaning
InheritFollow the map profile. Marked properties re-send every StateKeyframeIntervalSeconds when the map's keyframe interval is greater than 0. The default.
OffNever emit a keyframe heartbeat for this entity, regardless of its property marks or the map setting. A kill switch for always-active entities.

ECrowdyReplicationMode​

The mode chosen in the "Crowdy Replication" dropdown on a Blueprint variable's Details panel. Editor only.

Header: Customizations/CrowdyReplicationMode.h.

ValueMeaning
NoneNot networked by Crowdy. Selecting it scrubs every Crowdy key off the variable.
ReplicatedCrowdy State: the fast, client-authoritative view plane. Stamps the Crowdy State metadata so the variable flows through the same discovery and bake as a C++ meta=(CrowdyState) property.
For how to author a replicated variable, see Crowdy State.

Every BlueprintType enum​

The ten above are the ones this page explains in prose. The table below is generated from the same manifest that backs the rest of this reference section, grouped by module, and it lists every BlueprintType enum the manifest reports, including ones no page describes in words. Two wire-level enums no Blueprint-callable takes, ECrowdyMessageType and ECrowdyErrorCode, are BlueprintType in the header but missing from the manifest's enum group in this export, so they are absent below. The manifest carries each enum's name, its enumerator list, and where it lives, but not a meaning for each value, so for the "why" behind a value you still want the sections above or the concept page a row links to.

CrowdyNet

EnumValuesHeaderRead more
ECrowdyActorLeftReasonStale, SessionReleasedECrowdyMessageType.hentities-and-spawning
ECrowdyAvatarErrorCodeUnknown, NotFound, Forbidden, NetworkError, ServerErrorFCrowdyAvatarError.havatars
ECrowdyChannelCreationPolicyAdmin, Member, AnyoneECrowdyChannelCreationPolicy.hchannels
ECrowdyChannelErrorCodeUnknown, NotFound, Forbidden, PolicyViolation, AlreadyMember, NotMember, NetworkError, ServerError, BannedFCrowdyChannelError.hchannels
ECrowdyChannelMembershipPolicyOpen, Request, Invite, AdminECrowdyChannelMembershipPolicy.hchannels
ECrowdyChannelPermissionSendMessages, ManageChannel, ManageMembers, ManageRoles, InviteMembersECrowdyChannelPermission.hchannels
ECrowdyEventScopeEveryone, OwnerOnlyECrowdyTarget.hentity-component
ECrowdyTeamCreationPolicyAdmin, Member, AnyoneECrowdyTeamCreationPolicy.hteams
ECrowdyTeamErrorCodeUnknown, NotFound, Forbidden, PolicyViolation, AlreadyMember, NotMember, NetworkError, ServerError, BannedFCrowdyTeamError.hteams
ECrowdyTeamMembershipPolicyOpen, Request, Invite, AdminECrowdyTeamMembershipPolicy.hteams
ECrowdyTeamPermissionManageTeam, ManageMembers, ManageRoles, InviteMembersECrowdyTeamPermission.hteams
ECrowdyUDPProtocolAuto, IPv4, IPv6ECrowdyUDPProtocol.hconnection-and-reconnect
ECrowdyVideoCodecJpeg, WebP, UnknownECrowdyMessageType.hvideo-frames
EUDPConnectionStateDisconnected, Connecting, Connected, Reconnecting, GateKeepCrowdyUDPSubsystem.hconnection-and-reconnect

CrowdyReplication

EnumValuesHeaderRead more
ECrowdyEntityModeDynamic, StaticCrowdyEntityComponent.hcontinuous-state
ECrowdyHostOverrideAllow, OwnerOnlyCrowdyEntityComponent.hentity-component
ECrowdyIdentityPolicyPlayerDerived, Stable, RandomCrowdyEntityComponent.hentity-component
ECrowdyOwnershipLocalClient, HostCrowdyEntityComponent.hentity-component
ECrowdyRoleNone, Owner, RemoteProxy, HostOwnedCrowdyEntityTypes.hentity-component
ECrowdyStateHeartbeatInherit, OffCrowdyEntityComponent.hentity-component

CrowdyServices

EnumValuesHeaderRead more
ECrowdyAccessStateNone, Active, Suspended, Expired, RevokedCrowdyAccountTypes.hauthentication
ECrowdyAccountErrorCodeUnknown, NotSignedIn, WrongPassword, PasswordAlreadySet, NoPassword, NameTaken, NotFound, RateLimited, NetworkError, ServerErrorCrowdyAccountTypes.hauthentication
ECrowdyInputModeGame, GameAndUI, UIECrowdyInputMode.hui-interfaces
ECrowdyKitChatResultSent, EmptyText, TooLong, NoChannel, NotConnectedCrowdyKitSocial.hplay-together
ECrowdyProximityChatResultSent, EmptyText, TooLong, NotConnected, NoPositionCrowdyProximityChat.hnearby-text-chat
ECrowdyUILayerGameLayer, GameMenuLayer, MenuLayer, ModalLayerECrowdyUILayer.hui-interfaces

CrowdyExec

EnumValuesHeaderRead more
ECrowdyKitAreaMemberTypeMob, Npc, PetCrowdyGameKitTypes.h
ECrowdyKitArenaEventTypeCast, Impact, Kill, Respawn, Violation, Removed, FinishedCrowdyGameKitTypes.h
ECrowdyKitArenaPhaseWaiting, Running, FinishedCrowdyGameKitTypes.h
ECrowdyKitBallEventTypeClaimed, Passed, Shot, Goal, Violation, Left, Removed, FinishedCrowdyGameKitTypes.h
ECrowdyKitBallPhaseLobby, Playing, FinishedCrowdyGameKitTypes.h
ECrowdyKitBallTeamRed, BlueCrowdyGameKitTypes.h
ECrowdyKitBoardKeepBest, Sum, LatestCrowdyGameKitTypes.h
ECrowdyKitBoardOrderHigh, LowCrowdyGameKitTypes.h
ECrowdyKitCardSuitSpades, Hearts, Diamonds, ClubsCrowdyGameKitTypes.h
ECrowdyKitDeckActionPlay, Draw, Pass, TimeoutCrowdyGameKitTypes.h
ECrowdyKitDeckPhaseLobby, Playing, FinishedCrowdyGameKitTypes.h
ECrowdyKitDirectorEventTypeWaveStarted, WaveCleared, BossPhase, Won, LostCrowdyGameKitTypes.h
ECrowdyKitDirectorPhaseLobby, Running, Won, LostCrowdyGameKitTypes.h
ECrowdyKitInstancePhaseUnopened, Running, Cleared, Wiped, Abandoned, ExpiredCrowdyGameKitTypes.h
ECrowdyKitInstanceRoomKindFight, Treasure, Rest, BossCrowdyGameKitTypes.h
ECrowdyKitMatchStageQueued, Proposed, Matched, FailedCrowdyGameKitMatch.h
ECrowdyKitMatchStateIdle, Party, Queued, Proposed, MatchedCrowdyGameKitTypes.h
ECrowdyKitMinigamePhaseWaiting, Playing, FinishedCrowdyGameKitTypes.h
ECrowdyKitOrderSideBuy, SellCrowdyGameKitTypes.h
ECrowdyKitQuestStateLocked, Available, Active, Complete, DoneCrowdyGameKitTypes.h
ECrowdyKitRaceEventTypeGo, Timing, Violation, Retired, FinishedCrowdyGameKitTypes.h
ECrowdyKitRacePhaseLobby, Countdown, Racing, FinishedCrowdyGameKitTypes.h
ECrowdyKitRaceStageStarted, Checkpoint, Lap, FinishedCrowdyGameKitTypes.h
ECrowdyKitSessionPhaseLobby, Playing, FinishedCrowdyGameKitTypes.h
ECrowdyKitTacticsPhaseLobby, Players, Enemies, Won, LostCrowdyGameKitTypes.h
ECrowdyKitTacticsTeamPlayers, EnemiesCrowdyGameKitTypes.h
ECrowdyKitTerritoryEventTypeCaptured, Income, WonCrowdyGameKitTypes.h
ECrowdyKitTerritoryPhaseOpen, WonCrowdyGameKitTypes.h
ECrowdyKitTradeStateOpen, Settling, Done, CancelledCrowdyGameKitTypes.h
ECrowdyKitWeatherClear, Rain, Storm, FogCrowdyGameKitTypes.h
ECrowdyKitZoneEventTypeWarning, Shrinking, Settled, Final, Eliminated, WonCrowdyGameKitTypes.h
ECrowdyKitZonePhaseLobby, Running, FinishedCrowdyGameKitTypes.h
ECrowdyPositionReportPlayerPawn, ThisActor, OffCrowdyServerObjectComponent.h
ECrowdyServerCallOutcomeSuccess, ServerError, Busy, Unavailable, NotDeployed, Timeout, Denied, ServerCrashed, BadRequest, Canceled, Paused, AccessEnded, RefusedCrowdyServerObjectTypes.hwhats-changed
ECrowdyServerFieldAudienceEveryone, Owner, TeamCrowdyServerObjectDefinition.h
ECrowdyServerFunctionCallerPlayers, Members, Leader, ServerOnly, DevelopersOnlyCrowdyServerObjectDefinition.hwhats-changed
ECrowdyServerMembersSourceNone, ThisObject, CrowdyTeamCrowdyServerObjectDefinition.hwhats-changed
ECrowdyServerObjectFindInstanceId, SignedInPlayer, PlayersTeamCrowdyServerObjectTypes.h
ECrowdyServerObjectHoldsOneSet, RecordPerEntityCrowdyServerObjectDefinition.h
ECrowdyServerObjectInstanceModeInstanceId, SignedInPlayer, ThisActor, PlayersTeam, FromServerValue, ThisActorsAreaCrowdyServerObjectComponent.hwhats-changed
ECrowdyServerObjectKindServerObject, FunctionLibraryCrowdyServerObjectDefinition.hwhats-changed
ECrowdyServerObjectSourceInstanceInstanceId, SignedInPlayerCrowdyServerObjectComponent.h
ECrowdyServerObjectStatusConnecting, Ready, Failed, ReleasedCrowdyServerObjectTypes.h
ECrowdyServerObjectVisibilityPublic, OwnerOnly, MembersCrowdyServerObjectDefinition.hwhats-changed
ECrowdyServerTeamSourceThisObjectsRecords, CrowdyTeamCrowdyServerObjectDefinition.h
ECrowdyServerTimerRepeatEvery, After, ScheduleCrowdyServerObjectDefinition.h

CrowdyMass

EnumValuesHeaderRead more
ECrowdyMassPoseRankBelowActions, AboveActionsCrowdyMassAnimSet.h
ECrowdyMassSpatialGridModeTwoDimensional, ThreeDimensionalCrowdyMassDeveloperSettings.h

Thirteen enums the manifest reports are excluded from the table above: two are deprecated (the persistence pull result and the connection monitor's reconnect state), one is a transport protocol enumeration nothing game-facing selects, and ten belong to another first-party module that rides in the same plugin build and are outside this SDK's own contract. None of them is part of the surface a game calls.

Gotchas​

  • The generated table's page column is blank where no other page mentions the enum by name; that is a gap in the docs, not a sign the enum does not exist.
  • A value's meaning lives in the ten prose sections above or on the concept page it links to, never in the generated table, which only has names.