Documentation
Raid State
Server-authoritative inventory for Unreal Engine survival games: out-of-raid stashes, character equipment, currency, traders and a player-run market.
What the platform holds
Everything a player owns when they are not in a raid, and the rules for moving it around. The game keeps rendering, physics and combat; Raid State keeps the part that has to survive a crash, a server change and a reinstall.
- Containers — stashes, rigs, backpacks and equipment, in grid or slot layouts
- Item instances — quantity, position, durability and an arbitrary property bag that round-trips your own fields
- Currency — double-entry accounts, so a balance is derived from entries rather than stored and hoped for
- Audit — who changed what, when, and from which key
What it deliberately does not do
It is not a game server, a matchmaker or an anti-cheat. It holds state and enforces the rules for changing it. Everything that has to happen at frame rate stays in your engine, where it belongs.
Two ways in
The Unreal SDK ships precompiled, so a Blueprint-only project can use it without a C++ toolchain. Underneath it is an ordinary HTTP API you can call from a dedicated server, a backend service or a shell script — see the API reference.