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Unreal SDKAPI Reference

API Overview

All Gamebeast services hang off the `UGamebeastSubsystem` game instance subsystem.

markers_example.cpp
#include "GamebeastSubsystem.h"
#include "GamebeastMarkers.h"

UGamebeastMarkers* GamebeastMarkers = UGamebeastSubsystem::Get(this)->GetMarkers();
GamebeastMarkers->SendMarker(TEXT("ExampleMarker"), FGamebeastProperties().Set(TEXT("Value"), 42));
ServiceGetterWhat it does
MarkersGetMarkers()Send analytics events.
ConfigsGetConfigs()Read remote configuration values.
ExperimentsGetExperiments()See which experiment groups the player is in.
CohortsGetCohorts()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.

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