We've been working on a plugin to clean up the usual mess of tightly coupled Blueprints, interfaces, and redundant getters/setters.
DataShard is a type-safe, event-driven data layer for Unreal Engine (Blueprint & C++).
It lets you store and share data globally or per-actor – with automatic cleanup and change events built in.
Highlights:
- Global or actor-scoped key-value storage
- OnDataChanged events (Blueprint & C++)
- Type safety (no casting, no crashes)
- Bound keys for clean referencing
- Automatically cleans up unused keys
- Strong debugging tool
Perfect for:
- Clean UI syncing
- Replacing bloated interfaces
- Sharing state across systems
- Multiplayer-safe architecture
📘 Docs: https://kvingtools.github.io/DataShardDoc/
🔗 Plugin: https://www.fab.com/listings/35e969e0-e175-4f9c-bfa4-f7901f22c958
Built it for our own project, now releasing it for others.
Let me know if you try it or have feedback!
🔷 DataShard – Modular, Event-Driven Data Sharing for Unreal EngineDataShard is a powerful and flexible plugin for Unreal Engine that enables type-safe, modular, and event-driven data management. It’s designed to decouple systems, streamline communication, and simplify game state handling—ideal for both indie games and AAA-scale projects...