Check feature compatibility
Find the supported engine, platform, backend, and provider combination for each feature.
UCIK targets UE 5.7–5.8. A plugin loading in the editor does not mean every service works on that platform.
| Area | Scope in this source |
|---|---|
| Shared Crossplay modules | Win64, Mac, Linux, LinuxArm64, Android, iOS; usable providers vary. |
| EOS core adapter | Win64, Mac, Linux, Android in the current module allow-list. Do not infer iOS support from the shared module. |
| Steam | Desktop modules; requires the Steam runtime and an entitled account. |
| Game Center | Native Apple implementation; desktop editor builds also expose nodes. |
| Google Play Games | Android runtime; desktop editor builds expose nodes. |
| Discord Social SDK | Win64 and Android in this package. |
| AWS core / Cognito / AppSync | Win64 and Android in the current module allow-lists. |
| GameLift client | Win64 in the current module allow-list. |
| GameLift server SDK | Separate Editor/Server modules; not a game-client API. |
| Edgegap | HTTP integration across its allowed targets; deployed server platform is a separate choice. |
Some AWS service/SDK modules list more platforms than AWSIKCore, which they depend on. That is not a working end-to-end target guarantee. Check the dependency chain before choosing a non-Win64 deployment for those services.
Shared API does not mean identical features
EOS and Steam provide lobby/session, social, progression, and cloud-file adapters. Individual operations still depend on provider capabilities. Examples: Steam has no native owner-side lobby kick; EOS derives achievement progress from stats; Steam-only setup does not select voice.
Game Center and Google Play add their own sign-in and game services. Their saved-game APIs are not automatically the shared Crossplay storage API. Overlays, purchases, moderation, and dedicated hosting need their provider-specific setup.
OSSv1 and OSSv2
Both stacks are supported. OSSv2 is the newer path, while existing OSSv1 projects can keep their stack. Configure the stack through the kit settings; avoid combining engine subsystem configuration copied from unrelated plugins. Test the same stack you will package.
Use the testing guide to verify the features your game ships on each target. Module availability, source support, a successful build, and a live service test are different checks.