Native C++ Architecture

Multi-Threaded Firebase Subsystems for Unreal C++ Programmers

Engineered for projects utilizing pure C++ source code. Leverages the official Firebase C++ SDK architecture to provide explicit memory allocation control, multi-threaded operations, and standard asynchronous execution structures.

⚡ Native C++ Performance 🌐 Cross-Platform 🛠️ Full Blueprint Parity
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Frequently Asked Questions

Can I call these Firebase functions from non-game threads?

Yes. The underlying C++ wrappers are thread-safe. You can initiate large Firestore queries, sync data, or execute file uploads via Cloud Storage on background worker threads without impacting the Game Thread.

How does the C++ SDK handle asynchronous data promises?

It uses standard Firebase::Future objects. You can poll futures inside an Actor Tick function, register completion callbacks, or use them alongside Unreal Insights to benchmark backend performance profiles.

Is the codebase compatible with custom Unreal Engine source builds?

Yes. The plugin consists of standard C++ source modules and precompiled binaries. It contains no locked engine modifications, compiling natively with launcher versions or custom engine forks.

How do I handle memory allocation with real-time listeners?

Listeners use reference counting bound to Unreal's lifecycle tracking. When the parent UObject or Subsystem is garbage collected, the underlying C++ wrapper tears down the listener automatically to prevent memory leaks.

Can I access raw Firebase data pointers directly?

Yes. The plugin exposes the underlying raw Firebase C++ SDK object pointers. You can access them directly to build custom serialization pipelines or use your own third-party data handlers.

Does it support dedicated server deployments (Linux/Windows)?

Yes. The plugin compiles under headless server target configurations, enabling dedicated Linux or Windows servers to securely handle admin writes, validate authentication, or stream telemetry to Firestore.

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