Authentication
Sign a player in with a password, a magic link, or a social provider, what the SDK hands back, the two tokens it holds for you and why you never see the one that talks to the game, session persistence, sign-out, account settings (password, email, delete, sign out everywhere), linked identities, the player's own access and claiming free access, and what to show when the app is paused, the player's access ends or the account is blocked.
Player Names
Read a player's public name by User ID for a nametag, read up to 100 at once for a roster, and let the signed-in player choose their own, with the Name Taken refusal, in C++ and Blueprint.
Teams
Persistent, server-owned player groups with membership, roles, and permissions: the cache for instant UI, the per-call and async-action surfaces, and why runtime code and Crowdy Studio edit the same rows.
Play together with parties, chat, emotes and spectating
The Game Kit's social conventions in Unreal: parties and guilds as a team and its chat channel with Create Party, Invite To Party, Create Guild and Accept Into Guild, chat rooms with Find Or Create Chat Room, text chat with Send Chat and On Chat Message, a guild's grid with Claim Guild Territory, emotes between nearby players with Send Emote and On Emote, and watching a match without an avatar with the Crowdy Spectator component, all named and sent the way CrowdyCPP and CrowdyJS players do.
Avatars
A player's stored profile: the record fields, who may write them, per-app state keyed by AppId, the cache-only reads versus the network refresh, and the struct serialization helpers, in C++ and Blueprint.
Voice Chat
Turn on the built-in voice channel: open your microphone, hear other players, set how far your voice reaches, see who is talking and what the microphone is doing, test with owner echo, send audio that is not the microphone, what changes across maps, devices and platforms, and why every player needs the same SDK version.
Nearby Text Chat
Send a line of text to the players near you and hear theirs: how far a line reaches, who sent it, what Sent means, refusals, limits, and how it differs from channel chat.
Host Election
The server's own answer to whether an actor is the elected host: the host subsystem's getters and event, and the server-validated check for the moment a local answer is not enough to act on.
UI Interfaces
Optional hooks for plugging your own HUD, player, and minigame classes into the SDK, the Blueprint reception layer that forwards events and actor updates to delegates, and the entity and session utility library.