Unreal Engine — Realtime

Realtime

Calls shown via the official C++ SDK (compiled into your UE module). Blueprint projects: same endpoints over FHttpModule/VaRest — see Getting Started.

get realtime token (REST)
POST /api/realtime.php/token  (X-Api-Token + X-Game-Player-Token)

Mints the realtime credential — one live token per player, ~5-min connect window. Response carries realtime_server {host, port, protocol, udp_port}.

Realtime::connect
Realtime::getToken(client, playerToken)
Realtime::connect(token, server)

Opens the WS control lane via libcurl's WebSocket API. In UE you can equivalently use FWebSocketsModule — wss://host/?token=…&client=json (query token since WS headers aren't settable in UE's WS impl either).

send
rt.send(target, command, data)

Reliable ordered message — all|host|others|specific. Host ACL enforced server-side.

UDP fast lane
rt.bindUdp() / rt.sendUnreliable(...)

MUR1 datagrams over raw sockets — movement-rate loss-tolerant traffic. Not for WebGL/console builds where sockets are restricted.

note
// not replication

This is a relay, not actor replication — UE's own networking remains authoritative for in-game state sync.