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Description

PocketBase for Unreal Engine, Without the Networking Busywork

OpenPocketBase SDK is a free and open-source tool built entirely in C++ and exposes everything as plug-in-and-play blueprint nodes because I wanted PocketBase to feel like a natural part of Unreal Engine, not a collection of hand-written HTTP requests, JSON parsing, URL building, token management, and custom realtime code.

Links:

Documentation and Tutorials

GitHub

The plugin gives Blueprint and C++ projects a clean way to work with PocketBase records, authentication, files, realtime subscriptions, and custom API routes.

Getting started is straightforward i.e add your PocketBase URL in Project Settings, initialize the client from your Game Instance, choose a collection, and call nodes such as List Records, Create Record, Log In with Password, or Subscribe to Records. Async nodes have clear Success, Failed, and Cancelled paths, with structured errors when something goes wrong.

What You Can Build

OpenPocketBase SDK is useful for almost everything for your backend needs -

  • Player accounts

  • Profiles

  • Inventories

  • Leaderboards

  • Saved progress

  • Live configuration

  • User-generated content

  • Internal tools

  • Other features that need persistent backend data

Included Functionality

  • Create, read, update, and delete records

  • Filter, sort, paginate, select fields, and expand relations

  • Send transactional create, update, upsert, and delete batches

  • Authenticate with passwords, OTP, MFA, and OAuth2

  • Refresh sessions, log users out, and respond to session changes

  • Upload and download files with progress and cancellation

  • Access public and protected files

  • Subscribe to entire collections or individual records

  • Receive typed create, update, and delete events

  • Call custom GET, POST, PUT, PATCH, and DELETE routes

  • Send JSON, form, multipart, text, raw, and binary data

Helpful Blueprint Tooling

You can import your PocketBase schema into Unreal as an asset. Once assigned to a project profile, collection and field inputs become searchable dropdowns instead of loose strings. This provides better autocomplete, catches stale references, limits nodes to compatible collection types, and makes large Blueprints much easier to maintain.

Dynamic string-based APIs are still available when your schema is created at runtime. Blueprint receives the same underlying functionality as C++. It is not a reduced wrapper or a small set of convenience nodes.

Built With Real Projects in Mind

Each and every single request supports the following -

  • Cancellation

  • Timeouts

  • Bounded response sizes

  • Safe retries

  • Game-thread callbacks

  • Predictable cleanup

  • Structured errors

Realtime subscriptions include connection-state updates, reconnection handling, and resync signals when events may have been missed.

A separate development-only admin module is also included for trusted operations such as -

  • Managing collections

  • Managing settings

  • Viewing logs

  • Managing backups

  • Managing cron jobs

  • Running SQL queries

  • Temporary user impersonation

This module is excluded from Shipping builds by default.

Before You Get Started

OpenPocketBase SDK is a client integration. You will need to run PocketBase yourself or use a PocketBase hosting provider. It does not replace -

  • Unreal Engine replication

  • Multiplayer sessions

  • Dedicated game servers

  • Matchmaking

The current release also does not include an offline database or queued offline mutations. You may check the GitHub repo for more details: OpenPocketBaseSDK Github

Current Compatibility

  • Unreal Engine: 5.8

  • PocketBase: v0.39.11

  • Projects: Blueprint and C++

OpenPocketBase SDK is an independent community project and is not affiliated with, endorsed by, or maintained by PocketBase.

Included formats