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NATS Client

Docs last synced: 2026-09-17 17:08 UTC

Native NATS message broker client for Unreal Engine 5.8 — Core (publish/subscribe, request/reply) and JetStream (streams, consumers, Key-Value), from Blueprint and from C++. No third-party libraries: the NATS protocol is implemented directly over Unreal's own sockets.

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Full — the complete plugin Guide Посібник

What it covers

Publish/Subscribe with subject wildcards, Request/Reply with an automatic reply inbox, message headers, and automatic reconnection to the last server after a disconnect — all available from Blueprint and C++ alike. On top of that, JetStream adds persistent streams, push and pull consumers with explicit acknowledgment, a Key-Value store with revisions and real-time Watch, and exact byte-for-byte binary data throughout (publish, request/reply and Key-Value all have Bytes variants).

Where to start

Three nodes get you from a fresh install to a message sent and received back:

Get Game Instance Subsystem (Nats Client Subsystem)  →  Connect To Server  →  Publish

Configure the connection once under Project Settings → Plugins → NATS Messaging Client, press Test Connection, and the same client is available everywhere in the project.

The chapter most worth reading before shipping anything is Credentials (Ukrainian: Облікові дані) — where credentials belong for testing versus production, and why anything embedded in a shipped client can be extracted regardless of how it's stored.