Getting started

Quickstart

A stash in your game's menu, filled from the platform, drawn with your own item art. About five minutes, and no C++ toolchain.
1. Get a key

Sign in to the dashboard, open an environment and issue an API key. Development keys are prefixed ex_dev_, production keys ex_live_ — the prefix is not decoration, the plugin treats them differently.

2. Install the SDK
Raid State SDK

The plugin itself. Precompiled, no C++ toolchain needed. Drops into Plugins/ in any project.

754 KB

ExtractorSDK-0.1.0-UE5.8.zip sha256 4f40437f3cb845237adee1c94f5366da9e6d72c44472874423e5ff73e54b754e

USME drop-in

The SDK plus the USME stash and lobby widgets. Use this one if your project is USME — it contains the SDK, so you do not need both. Requires your own USME licence; no USME content is included.

822 KB

RaidState-USME-DropIn-0.1.0-UE5.8.zip sha256 ce772dd67a318314c67415a8a2d72f09d4b7531a1c696ceaaa8535c17ee86caa

Close the editor first: Unreal reads Plugins/ once at startup and will not notice one that appeared while it was running. Then drop the folder in and reopen.

your project
<YourProject>/
├── Plugins/
│   └── ExtractorSDK/     <- from the release zip
└── Content/
3. Point it at the platform

In the Unreal toolbar, click Raid State and paste your development key. It is stored per user and never enters your .uproject or source control.

SettingValueWhy
Base URLhttps://api.raidstate.comWhere the platform lives
Development keyex_dev_…Editor and PIE only
Item Data Table/Game/…/DT_ItemDataWhere item art is read from — your table, not ours
4. Push your catalogue

The platform needs to know what an item is before it can hold one. From Tools → Raid State → Push Item Definitions, point it at your item DataTable. It reads names, stack sizes and grid footprints by reflection, so your row struct does not have to match anything of ours.

5. Add the stash to a menu

Open the widget your menu lives in, search the palette for Raid State Stash Panel, and drop it anywhere a widget can go. The whole layout is built in C++, so there is nothing to wire up and no widget you have to name correctly.

  • LayoutSlots for a Rust-like run of equal squares, Grid for Tarkov-like footprints. Match your game.
  • Provideranonymous while developing, steam when you ship.
  • VisibilityVisible, or the panel never receives a click.
6. Press play

The grid fills with whatever the platform holds for that player, at the positions it holds them, drawn with your icons. If it says something instead, the status line under the title is the error.

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