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Multimedia 1 dla listy Pro Database Communicator — SQL & MySQL & MariaDB & PostgreSQL & Oracle

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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.

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