SDK / Unreal

Overview

UnstableUnreal 5.8.4+

The ASE Brain SDK is the part of Brain that lives inside your game. Add it to your project and your game reports its own analytics, keeps each player's progress with their account, sells in-game products through the platform's store, and finds players a match on a dedicated server.

Most of it needs no code. Once the SDK is in the project, every build that ships reports sessions, screens, performance, network quality and errors on its own. You write code only for the parts that are your game's: its own events, its save data, its products and its matches.

What your game gets

Feature What it does Status Guide
Analytics Sessions, presence, frame times, network quality and errors on their own; your own events, checked against a spec you write Unstable Events
Accounts One ASE account per player across your studio's games: silent sign-in with Steam, Game Center or Play Games, guests, Apple and Google sign-in, names, blocking, data export and deletion Unstable Covered in each guide where it matters
Saves The player's progress in JSON slots, on the device first and with their account, so it follows them to every device Unstable Saves
Purchases Unlocks, consumables and subscriptions through the App Store, Google Play or Steam, granted and kept by Brain Unstable Purchases
Push notifications Ask the player to allow notifications, register their devices with Brain and hear the notifications they open, on iOS (APNs) and Android (FCM) Not yet Push
Multiplayer Skill matchmaking, private matches and open lobbies on your game's dedicated servers, with ratings and settled results Unstable Multiplayer
Player reports Players report bugs and send feedback from a ready dialog or your own screen, with a screenshot, frame timing and the log; read them in the console or route them to GitHub issues or a webhook Not yet Player reports

Your engine

Unreal 5.8.4, Windows x64: the AseBrain plugin and UBrainSubsystem. You can integrate the Unreal SDK and run it against Brain, but Brain doesn't release builds made with it yet, and some of its platform integrations still wait on testing with real store and device accounts.

The SDK docs follow the engine you pick: every SDK page shows only its code. Change it at the top of the sidebar.

Status

The SDK, and each feature in it, has one of three statuses:

Status Means
Stable Ready to ship a game on. Its API changes only with a new major SDK version.
Unstable Works, and you can build on it, but its API or behaviour may still change between releases.
Experimental Incomplete or not yet tested end to end. Try it, but don't ship a game on it.

Each guide shows its feature's status at the top, and the sidebar marks a feature whose status differs from the SDK's own.

Names you see in code

Every name the SDK puts into your game starts with Brain, so it never clashes with your own classes:

UBrainSubsystem, FBrainOptions, EBrainSaveResult, the LogBrain log category and so on.

Your game's config

The SDK reads two files in your game's repository, which each release publishes to Brain:

  • brain/game.toml turns features on: [saves], [[purchases.product]], [[matchmaking.queue]], [[leaderboards]], [accounts] and [reports].
  • brain/events.toml describes your own analytics events.

Check both before you release:

ase games check --project .

A feature you haven't declared stays inert: its calls answer as if it were off, and the game never contacts that service.

Next steps

  1. Install the SDK in your project.
  2. Record your first events.
  3. Add saves, purchases, multiplayer or player reports as your game needs them.

New to the ase command line? Start with installing ase and signing in.