Gamebeast for Unreal
Agents that run your Unreal Engine analytics
Gamebeast's agent sets up your tracking in Blueprint or C++, finds what's moving and why, tests a fix in an experiment, and ships what wins.
What the agent runs on Unreal
Blueprint and C++
Use either. Paste your key in Project Settings and it starts itself.
Player identity
Call Identify after login and configs update for that player instantly.
Dev and prod kept apart
Play In Editor reports to development, packaged builds to production.
Experiments (A/B testing)
Tune values in a live build with remote configs, and prove changes before they ship.
Your agent sets it up
Run /instrument and the agent writes your Unreal tracking with your coding agent, then checks each event as it arrives. Prefer to install it yourself? Here’s how.
- 1
Add the Gamebeast plugin from GitHub to your project's Plugins folder, then build.
- 2
Create an SDK key in Project Settings in the Gamebeast dashboard.
- 3
Paste the key into Edit > Project Settings > Plugins > Gamebeast, or call Setup from your GameInstance.
- Full Unreal installation guide
#include "MyGameInstance.h"
#include "GamebeastSubsystem.h"
void UMyGameInstance::Init()
{
Super::Init();
GetSubsystem<UGamebeastSubsystem>()->Setup(TEXT("YOUR_SDK_KEY"));
}The agent does the work, not you
Most analytics tools stop at a chart. Gamebeast's agent does the job of an analyst and a LiveOps lead: it instruments your app, website, or game, finds what's moving and why, and changes your remote configs and experiments to act on it. Use it in our dashboard, or connect Claude, Cursor, or Codex over MCP at no extra cost.
- Step 1
Instrument. Type
/instrument. The agent plans your events and the values worth testing, hands the code to your coding agent, and checks every event as it arrives. - Step 2
Find. It watches your data like an analyst: why a metric moved, where users drop or spend, which experiment is ready for a decision, what your community is complaining about.
- Step 3
Act. It builds the dashboard and the cohort, tunes your remote configs, then designs, launches, ramps, and calls the experiment. You approve every change before it ships.
Plus a playbook for the rest of the job
/diagnoseWhy a metric moved/weekly-reviewWeekly review/decide-experimentsShip or kill tests/economyTune the economy/liveopsLaunch a LiveOps event/segmentTarget a segment/player-voiceAct on user feedback/dashboardsBuild team dashboards/fix-instrumentationFix your data
SDKs: Roblox · Unity · Unreal · Godot · JavaScript · Node · HTTP API
