Inspiration
The idea came from observing a recurring problem in Unreal Engine projects: while the engine provides solid tools for static data, it lacks a proper way to manage complex, relational, runtime-editable data. As projects grow, teams are forced to build fragile custom systems using arrays, wrappers, and manual save logic. This pain point appears in almost every mid-to-large Unreal project, yet there is no native solution.
What We Learned
Through research and interviews with Unreal developers, we learned that data complexity - not rendering or performance - is one of the biggest hidden bottlenecks in game development. We also learned how closely modern game systems resemble database-driven applications, and how much productivity is lost without proper data abstractions.
How We Built It
We designed and implemented a plugin that introduces a runtime-editable, SQL-like relational data system directly inside Unreal Engine. The system integrates with UE’s editor and Blueprints, allowing developers to define tables, manage relationships, run queries, and persist game state without custom save systems or manual serialization.
Challenges
The biggest challenge was designing a system that feels native to Unreal while remaining flexible and safe at runtime. Ensuring data consistency, performance, and seamless Blueprint integration required careful architectural decisions. Another challenge was simplifying powerful database concepts into tools that game developers can use intuitively.
Outcome
The result is a unified, visual, and scalable data management solution that significantly reduces complexity, accelerates iteration, and helps teams keep large Unreal projects understandable and maintainable.
Built With
- blueprints
- c++
- unreal-engine

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