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1.0-PREVIEW Release
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PedroRauizBeamable committed May 28, 2024
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29 changes: 8 additions & 21 deletions Docs/docs/Feature Guides/Unreal SDK - Microservices.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,10 +21,10 @@ Creating your first microservice will automatically create your solution for you

```
/repo-root
|- MyProject.uproject
|- MyProject.sln
|- MyProjectMicroservices/
|-- MyProjectMicroservices.sln
|- ProjectName.uproject
|- ProjectName.sln
|- ProjectNameMS/
|-- ProjectNameMS.sln
|-- services/
|--- MicroserviceName/
|---- MicroserviceName.csproj
Expand All @@ -41,10 +41,10 @@ beam project add-unreal-project .
```

Linking a project informs the Microservice project that, whenever it recompiles the microservices, it
should re-generate a `MyProjectMicroserviceClients` UE plugin inside your `Plugins/` directory.
should re-generate a `ProjectNameMicroserviceClients` UE plugin inside your `Plugins/` directory.

>Add this plugin as a dependency to any project/plugin you have from which you want to make calls to your microservices (don't forget to add it to `Target.cs` files as needed).
>Call `MyProjectMicroserviceClients.AddMicroserviceClients(this)` on any of the `Build.cs` files you have.
>Call `ProjectNameMicroserviceClients.AddMicroserviceClients(this)` on any of the `Build.cs` files you have.
Here are the constraints around these generated clients:
- They follow the same pattern as our Auto-Generated UE APIs and are generated from the Microservice's OAPI docs.
Expand Down Expand Up @@ -114,7 +114,7 @@ Beamable Microservices allow you to store data in Beamable's own managed service
For those cases, Beamable offers a `MicroStorage`. This is a wrapper around a database that you can write to from your microservices. At the moment, we only support `MongoDB` but that is likely to change in the future as more and more use-cases arise.
To create a `MicroStorage`, simply run the command below.
To create a `MicroStorage`, run the command below.
```
beam project new storage StorageName --sln ProjectNameMS/ProjectNameMS.sln \
--link-to MicroserviceName
Expand Down Expand Up @@ -155,7 +155,7 @@ Once you're satisfied with your service behavior and verified that its working,
!!! info "Which realm?"
How you wish to manage realms is a team-specific decision as there are cost implications per-microservice instance running in any realm to consider against how your team likes to work. At Beamable's UE team, we prefer the "team members are responsible not to break other team members environment"-approach so we recommend that you test things thoroughly and then push to your `dev` realm. Another strategy might be to have a `designer-dev` that lives between `staging` and `dev` that should be more stable and then you push to `dev` first and eventually promote it to `designer-dev`. Again, this is for your lead and team to discuss and decide how you wish to work.
To deploy services to a realm, simply run the following command with docker running.
To deploy services to a realm, run the following command with docker running.
```
beam services deploy
```
Expand Down Expand Up @@ -207,16 +207,3 @@ This window is a read-only view into the state of your local services. It serves
- In other words, a quick panoramic view of your local microservice state.
- It allows non-engineers to start up services from a UI window.
- This is not a very common workflow as a lot of teams have designers/artists working in dedicated realms.
Here's how it looks:
14 changes: 7 additions & 7 deletions README.md
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Expand Up @@ -13,7 +13,7 @@ Here's a bit of our philosophy when desing the SDK so you know a bit what to exp
- MicroServices/Storages are great ways to "just write what you want instead" when using our default services is not a good fit.

### Requirements for Beamable
Beamable currently supports **Unreal 5.3.2**. It'll release the official SDK 1.0 version with 5.4 support only.
Beamable currently supports **Unreal 5.3**. It'll release the official SDK 1.0 version with 5.4 support only.

Beamable also has a dependency on [.NET](https://dotnet.microsoft.com/en-us/download/dotnet/6.0). This is needed for:

Expand All @@ -31,16 +31,16 @@ Most of the Beamable workflows are enabled through the Beamable CLI; our editor

The SDK is tightly integrated with the CLI in some ways more than others. For example:

- [Content](https://beamable.github.io/UnrealSDK/Feature Guides/Unreal SDK - Content), being designer-focused, has its own UE-familiar content editing UI so you can edit the various JSON blobs that defines your game's content.
- [Microservices](https://beamable.github.io/UnrealSDK/Feature Guides/Unreal SDK - Microservices), however, being more engineer focused, leans more directly on the CLI.
- [Content](https://beamable.github.io/UnrealSDK/Feature%20Guides/Unreal%20SDK%20-%20Content), being designer-focused, has its own UE-familiar content editing UI so you can edit the various JSON blobs that defines your game's content.
- [Microservices](https://beamable.github.io/UnrealSDK/Feature%20Guides/Unreal%20SDK%20-%20Microservices), however, being more engineer focused, leans more directly on the CLI.

In other words: **The Beamable CLI is invisible to the user where it needs to be and explicit to users that need to work with them.**
## Where to start?

Regardless of who you are, we recommend run through the [Introduction to the SDK](https://beamable.github.io/UnrealSDK/Use Guide/Unreal SDK - Intro) and [Runtime Concepts](https://beamable.github.io/UnrealSDK/Use Guide/Unreal SDK - Runtime Concepts) documents. After this, it depends on what you're game is or what you are looking to do.
Regardless of who you are, we recommend run through the [Introduction to the SDK](https://beamable.github.io/UnrealSDK/Use%20Guide/Unreal%20SDK%20-%20Intro) and [Runtime Concepts](https://beamable.github.io/UnrealSDK/Use%20Guide/Unreal%20SDK%20-%20Runtime%20Concepts) documents. After this, it depends on what you're game is or what you are looking to do.

- If you are a game maker looking to implement simple and common back-end features, take a look at the docs for [Inventory](https://beamable.github.io/UnrealSDK/Feature Guides/Unreal SDK - Inventory), for currency and items, and [Stats](https://beamable.github.io/UnrealSDK/Feature Guides/Unreal SDK - Stats), for player-scoped key-value stores.
- If you are a game maker looking to implement highly specific features, browse the documentation for [Content](https://beamable.github.io/UnrealSDK/Feature Guides/Unreal SDK - Content) and [Microservices](https://beamable.github.io/UnrealSDK/Feature Guides/Unreal SDK - Microservices) to think about how to structure your game's data and custom data with Beamable.
- If you are looking to integrate Beamable into your game through Unreal's `IOnlineSubsystem`, take a look at the [Online Subsystem Beamable](https://beamable.github.io/UnrealSDK/Feature Guides/Unreal SDK - Online Subsystem).
- If you are a game maker looking to implement simple and common back-end features, take a look at the docs for [Inventory](https://beamable.github.io/UnrealSDK/Feature%20Guides/Unreal%20SDK%20-%20Inventory), for currency and items, and [Stats](https://beamable.github.io/UnrealSDK/Feature%20Guides/Unreal%20SDK%20-%20Stats), for player-scoped key-value stores.
- If you are a game maker looking to implement highly specific features, browse the documentation for [Content](https://beamable.github.io/UnrealSDK/Feature%20Guides/Unreal%20SDK%20-%20Content) and [Microservices](https://beamable.github.io/UnrealSDK/Feature%20Guides/Unreal%20SDK%20-%20Microservices) to think about how to structure your game's data and custom data with Beamable.
- If you are looking to integrate Beamable into your game through Unreal's `IOnlineSubsystem`, take a look at the [Online Subsystem Beamable](https://beamable.github.io/UnrealSDK/Feature%20Guides/Unreal%20SDK%20-%20Online%20Subsystem).

If you have any questions, feel free to contact us through one of our Customer Success channels.

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