
Description
Connect to MySQL, MariaDB, SQL Server, PostgreSQL & Oracle from Blueprints — async nodes with On Success / On Failed pins, prepared statements, connection pooling, transactions, SSL & BLOB. No C++.
DOCUMENTATION
EXAMPLE PROJECT - 5.8
DISCORD
Stop wiring fragile SQL strings and praying.
Every data-driven game and tool hits the same walls: a leaderboard that must not
block the frame, a login that must not be SQL-injectable, a save that must
commit or roll back as a unit. Other database plugins hand you "run this string,
read the rows" and stop there. **Pro Database Communicator gives you the parts
that actually matter in production — and reaches every major database.**
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🔌 ONE PLUGIN, EVERY DATABASE
- Native MySQL / MariaDB driver — your players install nothing.
- Universal ODBC backend — Microsoft SQL Server, PostgreSQL, Oracle, MySQL,
MariaDB and more.
- Embedded SQLite — a real local database with no server, for offline saves
and caches. Always available.
- One Make Connection Config node; flip the Driver pin to choose. Sensible
default ports and ODBC driver names are filled in for you.
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⚡ ASYNC THAT NEVER HITCHES
Every query runs on a background thread and fires back on the game thread with
two pins — On Success and On Failed — so error handling is right there
in the graph. No frozen frames, no fire-and-forget delegates.
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🛡️ PREPARED STATEMENTS — INJECTION-SAFE BY DEFAULT
Use `?` placeholders and typed Make Param nodes (string, int, int64, float,
double, bool, datetime, binary, null). The driver binds the values server-side,
so player input can never break out of your query. Almost no other UE database
plugin ships this.
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🔁 POOLING, TRANSACTIONS, BATCH & STORED PROCEDURES
- Connection pooling — repeated queries reuse a warm connection.
- Transactions — begin/commit/rollback with isolation levels, or a one-node
atomic Execute Transaction that rolls the whole batch back on failure.
- Execute Batch — bulk insert thousands of rows in one transaction.
- Execute Multi — stored procedures and scripts that return several result
sets, all in one call.
- SSL/TLS encrypted connections (Preferred → Verify Full).
- BLOB / binary columns and parameters for images and packed data.
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🧬 ORM-STYLE, NO SQL REQUIRED
- Make Insert / Update Statement — generate SQL straight from a Blueprint
struct; column names come from your properties, values are bound parameters.
- Row → Struct — map a whole result row onto any struct with one wildcard
node. Read and write your save structs without ever typing SQL.
- Connection profiles in Project Settings keep hosts and passwords out of
your Blueprint graphs.
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🧩 READ RESULTS THE EASY WAY
By-name lookups and typed accessors: Get Int Field, Get String Field,
As DateTime, As Bytes, Is Null… plus affected-rows, last-insert-id
and per-query timing on every result.
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PERFECT FOR
Leaderboards · accounts & login · analytics & telemetry · live-ops config ·
inventory & economy · matchmaking records · editor/pipeline tools that read
studio databases · server-authoritative backends · prototypes and LAN tools.
**One plugin. Every SQL database. Async, prepared, pooled. Ship your game, not
database plumbing.**
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### FAQ
Do I need C++? No — every feature is a Blueprint node. (The plugin is C++,
so the project compiles once: Visual Studio / Xcode for the first build.)
Which databases? MySQL & MariaDB (native or ODBC), SQL Server, PostgreSQL,
Oracle and any ODBC source — plus embedded SQLite for offline/local data.
Do players need to install a driver? Not for MySQL/MariaDB with the native
backend. ODBC targets use the OS driver manager (built into Windows).
Is it safe to put my DB password in the game? Any credential shipped in a
client can be extracted. For player-facing titles, put the database behind a
thin server and have the game call that. For trusted tools, servers, prototypes
and LAN, connect directly. (See the docs.)
Engine versions? UE 5.1 – 5.8, single source. Packaged/shipping? Yes —
runtime module, Win64 / Mac / Linux.





