Crowdy Studio Overview
Crowdy Studio is the management plane for the Crowded Kingdoms SDK. It runs inside the Unreal Editor as a dockable tab.
Use it to:
- Pick the app your project talks to.
- Write the backend URLs into your project settings.
- Author the game-plane data your runtime reads (teams, channels, grids, game models).
- Inspect live state during Play in Editor.
Open Crowdy Studio
You can open the tab three ways:
- The Tools menu: Tools, Crowdy SDK, Crowdy Studio.
- The Crowded Kingdoms toolbar button.
- Dock the tab anywhere in the editor and reopen it from your saved layout.
It is a normal editor tab, so you can dock it next to the World Outliner or float it on a second monitor.

Native pages and the Web Console
Crowdy Studio has two surfaces.
Native pages are built into the editor. They cover the work you do while building the project: selecting an app, syncing config, authoring teams and channels, and reading live state. These pages talk to the game API directly.
The Web Console is an embedded browser. Click the Web Console button and Crowdy Studio opens an authenticated browser view for admin surfaces: members, billing, tokens, and secrets.
It uses single sign-on from your editor session, so you do not sign in again. Use it for account and organization administration that does not belong in the editor itself.
Signing in
You sign in with one of two credential types, and they grant different access.
- A session sign-in -- email + password, a social provider, or a magic link -- gives you full authoring: teams, channels, grids, game models, Config Sync, and the Web Console. All three converge on the same result: an identity session token capable of minting the app-scoped tokens authoring needs. The dev bypass that used to be a fourth option was removed from every tier on 2026-08-20.
- An organization token gives you management-only access. Token sign-in cannot author game-plane data such as teams and channels. Use it when you only need to browse apps, sync config, or reach admin surfaces.
The sign-in page
The sign-in page's layout reflects the order it recommends:
- Federated provider buttons ("Continue with Google", etc.) at the top, shown only when the backend has at least one provider enabled.
- An "or continue with email" divider.
- Email + password -- the standard "Log In" button.
- "Email me a sign-in link" -- magic-link sign-in, reusing the email field above.
- An email + password sign-in, which works against every server.
- The organization token field, tucked behind a "Use an organization token instead" toggle at the bottom, since it is the management-only option.
Two things that trip people up the first time:
- There is no "Continue with Mock" and no instant sign-in link any more. The mock OAuth provider and the token the server used to hand back from "Email me a sign-in link" were both parts of the dev auth bypass, deleted on 2026-08-20. The sign-in link now always arrives by email, on every backend, so a backend with email delivery switched off cannot complete that flow at all -- use email + password there.
manage_apps permission, and there is no player-scoped grid query. Grid authoring lives in Crowdy Studio, not in game code.The pages
The native side is a set of pages, and each one has its own doc.
- Setup Wizard. First-run walkthrough that points your project at an app and runs the initial Config Sync.
- Home. Landing page with your current app and environment at a glance.
- Project. App selection, the backend selector for Dev, Production, or Custom, and Config Sync.
- Teams. Author teams and permissions that your runtime joins and queries. See Teams.
- Channels. Author named channels for
Multicastevents and raw channel messages. See Channels. - Grid. Admin-plane grid authoring. Requires
manage_apps. - Game Model. Author the server-authoritative model schema your runtime reads.
- Inspector. Read-only live state during Play in Editor.
- Registry. View baked metadata and rebuild it with the Rebuild button. See Packaging.
Config Sync
Config Sync is the page you return to most. It writes the selected app's AppID, OrgId, and game API URLs into your project settings.
Before it writes, it shows a before-and-after diff so you can see exactly what changes. Press Sync to Project to apply.

UCrowdyMapProfile. Config Sync points the project at an app, but with no map profile the entity subsystem, auto replicator, and actor manager do nothing on that map, and replication looks dead. See Map Profiles.Where to go next
- New project: run the Setup Wizard, then Config Sync.
- Building gameplay: read Entities and Spawning.
- Shipping a build: read Packaging and rebuild the registry first.