S3 Compatible Storage¶
Docs last synced: 2026-08-23 15:53 UTC
Object storage for Unreal Engine 5.7 on any S3-compatible provider — Amazon S3, Cloudflare R2, Backblaze B2, Google Cloud Storage, MinIO, Wasabi, DigitalOcean Spaces. Upload, download, list, delete and presign from Blueprint or C++, with streaming transfers, parallel multipart uploads, cancellation and automatic retries. No third-party dependencies.
Every operation is verified end to end against six real providers, including object keys containing spaces, ampersands and non-Latin characters.
| English | Українська | Covers | |
|---|---|---|---|
| Full — the complete plugin | Guide | Посібник | Everything: setup, credentials for each deployment shape, the Blueprint node reference, transfers, the C++ API, diagnostics, per-provider notes, testing |
| Demo — evaluation build | Guide | Посібник | The same guide with demo-edition naming (UDemoS3Client, …), plus what the demo specifically limits |
Which edition is this for?¶
Both editions expose an identical feature set — every chapter in the Full guide has a matching chapter in the Demo guide, just with Demo-prefixed type names. The only behavioral differences — a 50-request-per-session budget, an on-screen watermark, no talking to a provider in Shipping builds — are covered in the Demo guide's Demo Limitations chapter (Ukrainian: Обмеження демо-версії). If you're not sure which one you're using, check your project's Plugins/ folder: S3CompatibleStorage is the full edition, S3CompatibleStorageDemo is the demo. Both editions can be installed in the same project at once, side by side — the demo detects the full plugin automatically and stands down rather than double up.
Where to start¶
Three nodes get you from a fresh install to a file in storage:
Get S3 Subsystem → Get Default S3 Client → S3 Upload File
Configure the connection once under Project Settings → Plugins → S3 Compatible Storage, press Test Connection, and the same client is available everywhere in the project.
The chapter most worth reading before writing any code is Credentials (Ukrainian: Облікові дані) — where credentials belong for each deployment shape, and why anything embedded in a shipped client can be extracted regardless of how it is stored.