Unreal SDKAPI Reference
API Overview
All Gamebeast services hang off the `UGamebeastSubsystem` game instance subsystem.
#include "GamebeastSubsystem.h"
#include "GamebeastMarkers.h"
UGamebeastMarkers* GamebeastMarkers = UGamebeastSubsystem::Get(this)->GetMarkers();
GamebeastMarkers->SendMarker(TEXT("ExampleMarker"), FGamebeastProperties().Set(TEXT("Value"), 42));| Service | Getter | What it does |
|---|---|---|
| Markers | GetMarkers() | Send analytics events. |
| Configs | GetConfigs() | Read remote configuration values. |
| Experiments | GetExperiments() | See which experiment groups the player is in. |
| Cohorts | GetCohorts() | Check whether the player is in a cohort. |
In Blueprint, get the Gamebeast Subsystem node and call the same getters. Services exist as soon as the game instance does; before Setup they log a warning and do nothing.
FGamebeastProperties
Marker properties and targeting properties are an FGamebeastProperties: a JSON object you build with Set. Copies are independent.
FGamebeastProperties Properties = FGamebeastProperties()
.Set(TEXT("Score"), 600) // int32, int64, float, double
.Set(TEXT("Map"), TEXT("Office")) // FString, FName, TCHAR*
.Set(TEXT("Won"), true)
.Set(TEXT("Position"), GetActorLocation()) // FVector, sent as [x, y, z]
.Set(TEXT("Tags"), TArray<FString>{ TEXT("ranked") })
.Set(TEXT("Loadout"), FGamebeastProperties().Set(TEXT("Primary"), TEXT("Rifle")));In Blueprint, start from Make Gamebeast Properties and chain Set Number, Set Integer, Set String, Set Boolean, Set Vector, Set String Array and Set Nested Properties. Each node returns a new value.