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.