cli
SpacetimeDB CLI reference for initializing projects, building modules, publishing databases, querying data, and managing servers
SpacetimeDB Unreal Engine client SDK reference. Use when building Unreal Engine clients that connect to SpacetimeDB.
$ npx -y skills add clockworklabs/spacetimedb --skill unreal --agent claude-codeHow it fires
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SpacetimeDB Unreal Engine client SDK reference. Use when building Unreal Engine clients that connect to SpacetimeDB.
name: unreal description: SpacetimeDB Unreal Engine client SDK reference. Use when building Unreal Engine clients that connect to SpacetimeDB. license: Apache-2.0 metadata: author: clockworklabs version: "2.0" role: client language: cpp cursor_globs: "**/*.cpp,**/*.h" cursor_always_apply: true
This skill covers Unreal Engine-specific patterns for connecting to SpacetimeDB. For server-side module development, see the `rust-server` or `csharp-server` skills.
---
Add the SpacetimeDB Unreal SDK as a plugin:
1. Create a `Plugins` folder in your Unreal project root if it does not exist. 2. Copy the `SpacetimeDbSdk` folder into `Plugins/`. 3. Right-click your `.uproject` file and select **Generate Visual Studio project files**. 4. Add `"SpacetimeDbSdk"` to your module's `Build.cs`:
PublicDependencyModuleNames.AddRange(new string[] { "SpacetimeDbSdk" });---
spacetime generate --lang unrealcpp \ --uproject-dir <path_to_uproject_directory> \ --module-path <path_to_spacetimedb_module> \ --unreal-module-name <your_unreal_module_name>
This generates C++ bindings in `ModuleBindings/` inside your project. Include the generated header:
#include "ModuleBindings/SpacetimeDBClient.g.h"
Regenerate whenever you change module tables, reducers, or types.
---
The recommended pattern is a singleton Actor that owns the connection. Enable ticking so `FrameTick` is called every frame.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ModuleBindings/SpacetimeDBClient.g.h"
#include "GameManager.generated.h"
class UDbConnection;
UCLASS()
class AGameManager : public AActor
{
GENERATED_BODY()
public:
AGameManager();
static AGameManager* Instance;
UPROPERTY(EditAnywhere, Category="SpacetimeDB")
FString ServerUri = TEXT("127.0.0.1:3000");
UPROPERTY(EditAnywhere, Category="SpacetimeDB")
FString DatabaseName = TEXT("my-module");
UPROPERTY(BlueprintReadOnly, Category="SpacetimeDB")
UDbConnection* Conn = nullptr;
UPROPERTY(BlueprintReadOnly, Category="SpacetimeDB")
FSpacetimeDBIdentity LocalIdentity;
protected:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
public:
virtual void Tick(float DeltaTime) override;
private:
UFUNCTION() void HandleConnect(UDbConnection* InConn, FSpacetimeDBIdentity Identity, const FString& Token);
UFUNCTION() void HandleConnectError(const FString& Error);
UFUNCTION() void HandleDisconnect(UDbConnection* InConn, const FString& Error);
UFUNCTION() void HandleSubscriptionApplied(FSubscriptionEventContext& Context);
};#include "GameManager.h"
#include "Connection/Credentials.h"
AGameManager* AGameManager::Instance = nullptr;
AGameManager::AGameManager()
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
}
void AGameManager::BeginPlay()
{
Super::BeginPlay();
Instance = this;
FOnConnectDelegate ConnectDelegate;
BIND_DELEGATE_SAFE(ConnectDelegate, this, AGameManager, HandleConnect);
FOnDisconnectDelegate DisconnectDelegate;
BIND_DELEGATE_SAFE(DisconnectDelegate, this, AGameManager, HandleDisconnect);
FOnConnectErrorDelegate ConnectErrorDelegate;
BIND_DELEGATE_SAFE(ConnectErrorDelegate, this, AGameManager, HandleConnectError);
UCredentials::Init(TEXT(".spacetime_token"));
FString Token = UCredentials::LoadToken();
UDbConnectionBuilder* Builder = UDbConnection::Builder()
->WithUri(ServerUri)
->WithDatabaseName(DatabaseName)
->OnConnect(ConnectDelegate)
->OnDisconnect(DisconnectDelegate)
->OnConnectError(ConnectErrorDelegate);
if (!Token.IsEmpty())
{
Builder->WithToken(Token);
}
Conn = Builder->Build();
}
void AGameManager::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (Conn) { Conn->Disconnect(); Conn = nullptr; }
if (Instance == this) { Instance = nullptr; }
Super::EndPlay(EndPlayReason);
}
void AGameManager::Tick(float DeltaTime)
{
if (Conn && Conn->IsActive())
{
Conn->FrameTick();
}
}
void AGameManager::HandleConnect(UDbConnection* InConn, FSpacetimeDBIdentity Identity, const FString& Token)
{
LocalIdentity = Identity;
UCredentials::SaveToken(Token);
FOnSubscriptionApplied AppliedDelegate;
BIND_DELEGATE_SAFE(AppliedDelegate, this, AGameManager, HandleSubscriptionApplied);
Conn->SubscriptionBuilder()
->OnApplied(AppliedDelegate)
->SubscribeToAllTables();
}
void AGameManager::HandleConnectError(const FString& Error)
{
UE_LOG(LogTemp, Error, TEXT("Connection error: %s"), *Error);
}
void AGameManager::HandleDisconnect(UDbConnection* InConn, const FString& Error)
{
UE_LOG(LogTemp, Warning, TEXT("Disconnected: %s"), *Error);
}
void AGameManager::HandleSubscriptionApplied(FSubscriptionEventContext& Context)
{
UE_LOG(LogTemp, Log, TEXT("Subscription applied - game state loaded"));
}---
**You must either call `Conn->FrameTick()` every frame in your Actor's `Tick()`, or call `Conn->SetAutoTicking(true)` once at startup.** The SDK queues all network messages and only processes them on tick. Without one of these, no callbacks fire and the client appears frozen.
---
Build a connection with the builder pattern. All builder methods return pointers for chaining with `->`.
UDbConnection* Conn = UDbConnection::Builder()
->WithUri(TEXT("127.0.0.1:3000"))
->WithDatabaseName(TEXT("my-module"))
->WithToken(SavedToken) // optional
->WithCompression(ESpacetimeDBCompression::Gzip) // optional
->OnConnect(ConnectDelegate)
-Repo: clockworklabs/spacetimedb
SpacetimeDB CLI reference for initializing projects, building modules, publishing databases, querying data, and managing servers
Understand SpacetimeDB architecture and core concepts. Use when learning SpacetimeDB or making architectural decisions.
SpacetimeDB C++ server module SDK reference. Use when writing tables, reducers, or module logic in C++.
SpacetimeDB C#/.NET client SDK reference. Use when building C# clients that connect to SpacetimeDB (console, desktop, or any .NET app).
SpacetimeDB C# server module SDK reference. Use when writing tables, reducers, or module logic in C#.
Operate a running SpacetimeDB database through MCP tools rather than the CLI - list databases, read schemas, run SQL, and call reducers. Use when the client…