Coming soon

The Unreal Engine 5 SDK is in the workshop.

A native chisel.to plugin built for UE 5.x — Game Instance Subsystem, Blueprint async nodes, strongly-typed USTRUCT models, realtime delegates, push notifications and storefront receipt validation, all wired to your project's REST and realtime endpoints.

Already have a chisel.to project? Your REST API, OpenAPI spec and MCP config work today — UE 5 just gets a hand-tuned native wrapper around them.

Game Instance Subsystem

One UChiselSubsystem that lives for the whole game session — auth state, refreshed tokens, the realtime socket and pending uploads survive level changes.

Blueprint-first

Async nodes for every endpoint with Success and OnError output pins, and typed delegate events for realtime channels — drop into a Level Blueprint, ship.

Storefronts & push

Apple App Store, Google Play and Epic Online Services receipt validation routed through your project's IAP webhook — plus APNs / FCM device registration straight from C++ or Blueprint.

What's shipping in v1

The first release will cover everything the TypeScript SDK covers today, mapped one-to-one onto UE 5 idioms.

Auth

Email/password, social login, refresh token rotation, persisted to UE's SaveGame.

Typed resources

Generated USTRUCTs from your project schema with list / get / create / update / remove async nodes.

Realtime

Native WebSocket client with reconnect + presence — delivered as multicast delegates.

File uploads

Streamed multipart from disk with progress events for avatars, replays and clips.

Push

APNs + FCM device registration, plus deep-link routing via UE's console command interface.

IAP

StoreKit, Play Billing and EOS Ecommerce receipt validation routed to your project.

Want to be a launch partner?

We're picking a small handful of UE 5 studios to ship against the alpha. If you're already shipping a game and want chisel.to to handle the backend, sign in and email us from your project's Connect page — we'll get back to you.

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