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BridgeBus

Amazon EventBridge and EventBridge Scheduler for Blueprints and C++: publish game events, manage rules, targets, archives and replays, and create one-off, rate and cron…

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Put Event and Put Events (auto-split at 10 entries, per-entry results and errors)
BridgeBus Emitter component: queued events, auto-flush interval and batch size, retry…
Event buses: list, describe, create, delete
Rules: list, describe, put (event pattern or schedule expression), enable, disable,…
Targets: put, list, remove, list rule names by target; input transformers, retry…
Archives and replays: create, list, describe, delete archives; start, describe,…
$64.99$51.99

BridgeBus puts your game on the AWS event bus. Publish what happens in the game - matches finished, purchases, achievements, telemetry - as EventBridge events, and let rules deliver them to Lambda functions, SQS queues, Step Functions workflows, other buses or HTTP endpoints. The game never needs to know who consumes an event.

Put Event sends one event; Put Events sends any number, split at the API limit of 10 per request, with a result for every entry. The BridgeBus Emitter component queues events from gameplay code and flushes them in batches on an interval or when a batch is full, puts throttled events back into the queue, can be paused for telemetry opt-out and reports statistics.

Live-ops tools get the full control plane: list, describe, create and delete event buses; put, enable, disable and delete rules with event patterns or schedule expressions; put, list and remove targets with input transformers, retry policies and dead-letter queues; find the rules that invoke a target; test patterns with the service. Archives record the events of a bus, and replays send a time range of them again - Wait For Replay follows a replay to the end.

EventBridge Scheduler runs your timed events: one-off at(), rate() and cron() schedules with time zones, flexible windows, start and end dates, retry policies and schedules that delete themselves after they ran. Schedule Event emits an event on a bus at a given time in one node - tournament starts, shop rotations, reminders that fire even when the player is offline.

Pure helpers build event patterns with prefix and value filters, check events against patterns locally, parse event envelopes, build and split ARNs, and build and validate schedule expressions. Struct To JSON, JSON To Struct and Get JSON Field turn event details into Blueprint structs and values.

Players get credentials from an Amazon Cognito identity pool, as guests or signed in through Set Login Token. Static keys and the default AWS credential chain are available for development, dedicated servers and tools. Requests run on background worker threads with automatic retries, and every result arrives back on the game thread.

BridgeBus is part of the Alpha XP AWS collection for Unreal Engine 4.27 and 5.8. It includes the AWS SDK for C++ prebuilt for Win64, Linux and Android and ships with styled HTML documentation.

42Blueprint nodes
6Events
19Project settings
2Engine builds

Key features

  • Put Event and Put Events (auto-split at 10 entries, per-entry results and errors)
  • BridgeBus Emitter component: queued events, auto-flush interval and batch size, retry
  • Event buses: list, describe, create, delete
  • Rules: list, describe, put (event pattern or schedule expression), enable, disable,
  • Targets: put, list, remove, list rule names by target; input transformers, retry
  • Archives and replays: create, list, describe, delete archives; start, describe,
  • EventBridge Scheduler: create, get, update, delete, list schedules; schedule groups;
  • Make At / Rate / Cron Expression and Validate Schedule Expression
  • Make Event Pattern, prefix and value filters, local Event Pattern Matches, Parse
  • Struct To JSON, JSON To Struct and Get JSON Field
  • Amazon Cognito identity pools, static keys and the default AWS credential chain
  • 79 Blueprint nodes; background worker threads, retries with back-off, cancellable
  • C++ API with a native callback

Blueprint & C++ API

Every call is reachable from more than one place β€” pick the entry point that fits your project:

ClassTypeNodesUse it for
BridgeBusLibraryFunction library29Configuration, identity, event pattern, schedule expression and JSON helpers for BridgeBus.
BridgeBusEmitterComponentActor component11Queues game events and sends them to EventBridge in batches: automatically every Auto Flush Interval seconds, as soon as Max Batch Size events are waiting, or w…
Async action nodesLatent Blueprint nodes2Latent node with success / failure output pins.

Callable runs when executed Β· Pure no exec pin, returns a value Β· LatentAsync finishes later and fires its outputs

BridgeBus 2

NodeTypeAvailable onDescription
CancelAsyncAsyncStops waiting for this request: none of its output pins fire any more. The request itself may still complete on AWS.
Is FinishedAsyncAsyncTrue after Cancel was called or the node finished.

Emitter 11

NodeTypeAvailable onDescription
Queue Event(Detail Type: String, Detail: String, Resources: Array of String) β†’ BooleanCallableComponentQueues one event. Empty Detail Type uses Default Detail Type; Detail is the JSON payload (empty = {}). Returns false when the component is paused.
Queue Events(Entries: Array of Bridge Bus Event Entry) β†’ IntegerCallableComponentQueues prepared entries (see Make Event Entry); empty fields get the component defaults. Returns how many were queued.
Flush() β†’ BooleanCallableComponentSends the queued events now. Returns false when nothing is queued or a flush is already running (it is retried afterwards).
Clear() β†’ IntegerCallableComponentDrops every queued event without sending it. Returns how many were dropped.
Get Pending Count() β†’ IntegerPureComponentEvents waiting to be sent (not counting a flush in flight).
Is Flushing() β†’ BooleanPureComponentTrue while a flush request is in flight.
Set Auto Flush(Interval Seconds: Float, Batch Size: Integer)CallableComponentChanges the automatic flush interval (seconds, 0 = off) and batch size at runtime.
Set Emitter Defaults(Source: String, Detail Type: String, Event Bus Name: String)CallableComponentChanges the component's default source, detail-type and event bus for events queued from now on.
Get Stats() β†’ Bridge Bus Emitter StatsPureComponentTotals since BeginPlay: queued, sent, failed, dropped, flushes, last flush time.
Set Paused(Pause: Boolean)CallableComponentPaused: Queue Event refuses new events and nothing is flushed automatically (for example while the player opted out of telemetry).
Is Paused() β†’ BooleanPureComponentTrue while the emitter is paused (see Set Paused).

Config 5

NodeTypeAvailable onDescription
Set Region(Region: String)CallableStaticSwitches the AWS region used by every following request.
Set Credential Mode(Mode: Bridge Bus Credential Mode)CallableStaticOverrides the credential mode from the project settings at runtime.
Is Configured() β†’ Boolean, ProblemPureStaticChecks the settings and returns false with a reason when requests cannot work yet.
Set Event Defaults(Event Bus Name: String, Source: String)CallableStaticOverrides the settings' Default Event Bus Name and Default Source at runtime (empty keeps the settings value).
Set Scheduler Defaults(Group Name: String, Role Arn: String, Timezone: String)CallableStaticOverrides the settings' Default Schedule Group, Default Scheduler Role Arn and Default Timezone at runtime (empty keeps the settings value).

Identity 5

NodeTypeAvailable onDescription
Set Login Token(Provider: String, Token: String)CallableStaticSigns the player in to the Cognito identity pool with a token from an identity provider.
Clear Login TokensCallableStaticForgets all login tokens and the cached identity (the player becomes a guest again).
Set Static Credentials(Access Key Id: String, Secret Access Key: String, Session Token: String)CallableStaticUses these credentials from now on (Static Keys mode), for example temporary keys handed out by your own backend.
Get Identity Id() β†’ StringPureStaticThe Cognito identity id of this player, empty until credentials were resolved once.
Make User Pool Provider Name(Region: String, User Pool Id: String) β†’ StringPureStaticBuilds the identity-pool login key of a Cognito user pool: cognito-idp.<region>.amazonaws.com/<user pool id>.

Events 8

NodeTypeAvailable onDescription
Make Event Entry(Detail Type: String, Detail: String, Source: String, Event Bus Name: String, Resources: Array of String, …) β†’ Bridge Bus Event EntryPureStaticBuilds one event entry for Put Events or the emitter component.
Make Event Pattern(Sources: Array of String, Detail Types: Array of String, Resources: Array of String, Accounts: Array of String, Regions: Array of String) β†’ StringPureStaticBuilds an event pattern JSON for Put Rule / Create Archive.
Add Pattern Prefix Filter(Event Pattern: String, Field Path: String, Prefix: String) β†’ StringPureStaticAdds a prefix filter to an event pattern: the field must start with Prefix.
Add Pattern Value Filter(Event Pattern: String, Field Path: String, Values: Array of String, Values As Json: Boolean) β†’ StringPureStaticAdds an exact-match filter to an event pattern: the field must equal one of Values (strings; "true"/"false" and numbers are written as JSON booleans / numbers w…
Event Pattern Matches(Event Pattern: String, Event Json: String) β†’ BooleanPureStaticChecks an event against a pattern on the client, without calling AWS.
Parse Event(Event Json: String) β†’ Boolean, EventPureStaticParses an EventBridge event envelope (as delivered to SQS, Lambda or API destinations) into its fields.
Make Event Bus Arn(Account Id: String, Event Bus Name: String, Region: String) β†’ StringPureStaticBuilds the ARN of an event bus: arn:aws:events:<region>:<account>:event-bus/<name>. Empty region = the configured region.
Parse Arn(Arn: String) β†’ Boolean, Partition, Service, RegionPureStaticSplits an ARN into its parts; returns false when the text is not an ARN. Resource is everything after the account id.

Rules 2

NodeTypeAvailable onDescription
Make Rule Target(Id: String, Arn: String, Role Arn: String, Input: String, Input Path: String, …) β†’ Bridge Bus TargetPureStaticBuilds a rule target for Put Targets.
Set Target Input Transformer(Target: Bridge Bus Target, Paths: Map String β†’ String, Template: String) β†’ Bridge Bus TargetPureStaticGives a rule target an input transformer: Paths map placeholder names to JSONPaths in the event ("player" -> "$.detail.player"), Template uses them as <player>.

Schedules 6

NodeTypeAvailable onDescription
Make At Expression(Time: Date Time) β†’ StringPureStaticBuilds a one-off schedule expression: at(yyyy-mm-ddThh:mm:ss) for the given time (UTC unless the schedule's Timezone says otherwise).
Make Rate Expression(Value: Integer, Unit: Bridge Bus Rate Unit) β†’ StringPureStaticBuilds a rate expression such as rate(5 minutes) or rate(1 day).
Make Cron Expression(Minutes: String, Hours: String, Day Of Month: String, Month: String, Day Of Week: String, …) β†’ StringPureStaticBuilds a cron expression: cron(Minutes Hours DayOfMonth Month DayOfWeek Year).
Validate Schedule Expression(Schedule Expression: String) β†’ Boolean, ProblemPureStaticChecks the syntax of an at(...), rate(...) or cron(...) expression on the client and explains what is wrong.
Make Schedule Target(Arn: String, Role Arn: String, Input: String, Dead Letter Arn: String, Max Retry Attempts: Integer, …) β†’ Bridge Bus Schedule TargetPureStaticBuilds a schedule target that invokes any AWS resource.
Make Event Bus Schedule Target(Event Bus Arn: String, Detail Type: String, Detail: String, Source: String, Role Arn: String) β†’ Bridge Bus Schedule TargetPureStaticBuilds a schedule target that puts an event on an event bus when the schedule fires: the scheduled game event.

JSON 3

NodeTypeAvailable onDescription
Struct To JSON(Struct: Integer) β†’ Boolean, JsonCallableStaticConverts any struct to a JSON object string (property names are used as keys).
JSON To Struct(Json: String) β†’ Boolean, Out StructCallableStaticFills a struct from a JSON object string; fields that are missing keep their default values.
Get Json Field(Json: String, Path: String) β†’ Boolean, ValuePureStaticReads one value from a JSON document with a path such as "detail.player.stats[2].score".

Events & delegates

Bind these in Blueprint (drag off the object β†’ Bind Event) or with AddDynamic in C++.

EventParametersFires onWhen it fires
On SuccessResult (Bridge Bus Put Result), Error (Bridge Bus Error)BridgeBusPutEventAction
On FailureResult (Bridge Bus Put Result), Error (Bridge Bus Error)BridgeBusPutEventAction
On CompletedResults (Array of Bridge Bus Put Result), Failed Count (Integer)BridgeBusPutEventsAction
On ProgressReplay (Bridge Bus Replay Info), Error (Bridge Bus Error)BridgeBusWaitReplayAction
On FlushedResults (Array of Bridge Bus Put Result), Sent Count (Integer)BridgeBusEmitterComponentFires after each flush with every result and the number of accepted events.
On FailedError (Bridge Bus Error), Failed Events (Array of Bridge Bus Event Entry)BridgeBusEmitterComponentFires when a flush could not deliver some events, with the first error and the events that were not accepted (and not re-queued).

Project settings

Configure once under Project Settings β€Ί Plugins β€Ί BridgeBus β€” values are saved to the project's config .ini, so they travel with the project and your build.

SettingSectionTypeWhat it does
RegionConnectionStringAWS region of your event buses, schedules and identity pool, for example "us-east-1" or "eu-west-1".
Credential ModeCredentialsCredential ModeWhere request credentials come from.
Identity Pool IdCredentialsStringCognito identity pool, for example "us-east-1:01234567-89ab-cdef-0123-456789abcdef".
Allow Guest AccessCredentialsBooleanAllow unauthenticated (guest) identities before Set Login Token is called. The pool must allow guest access too.
Access Key IdCredentialsStringAccess key for Static Keys mode. Keys saved here end up in DefaultGame.ini - use them for development and servers only.
Secret Access KeyCredentialsStringSecret key for Static Keys mode.
Allow Static Keys In ShippingCredentialsBooleanStatic keys are refused in Shipping builds unless this is enabled (for example on a dedicated server).
Endpoint OverrideConnectionStringCustom endpoint, for example a local emulator such as "http://localhost:4566". Empty = the regional AWS endpoint.
Request Timeout MsConnectionIntegerTotal time a request may take, in milliseconds.
Connect Timeout MsConnectionIntegerTime allowed to open the connection, in milliseconds.
Max RetriesConnectionIntegerAutomatic retries with exponential back-off for throttled and transient failures.
Worker ThreadsConnectionIntegerWorker threads that run requests in the background (requests never block the game thread).
Verify SSLConnectionBooleanVerify TLS certificates. Only disable for a local emulator.
Log Sdk WarningsConnectionBooleanForward SDK warnings and errors to the Output Log (LogBridgeBus).
Default Event Bus NameEventBridgeStringEvent bus used when a node or event leaves Event Bus Name empty. "default" is the account's default bus.
Default SourceEventBridgeStringEvent source used when an event leaves Source empty, for example "com.mygame". Rules match on it.
Default Schedule GroupSchedulerStringSchedule group used when a scheduler node leaves Group Name empty.
Default Scheduler Role ArnSchedulerStringIAM role the scheduler assumes to invoke targets when a schedule target leaves Role Arn empty.
Default TimezoneSchedulerStringIANA time zone for schedule expressions when a schedule leaves Timezone empty, for example "UTC" or "America/Los_Angeles".

Options & enums

EnumValues
Credential ModeCognito Identity Pool Static Keys Default Credential Chain
Rule StateEnabled Disabled Enabled With All CloudTrail Management Events
Archive StateUnknown Enabled Disabled Creating Updating Create Failed Update Failed
Replay StateUnknown Starting Running Cancelling Completed Cancelled Failed
Rate UnitMinutes Hours Days
Schedule StateEnabled Disabled
Flexible Window ModeOff Flexible
Action After CompletionNone Delete

Compatibility

UE 4.27BridgeBus 4.27.zipUE 5.8BridgeBus 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
LinuxEditor & packaged
AndroidPackaged builds
ModuleTypeLoading phase
BridgeBusRuntimeDefault

Technical details

Code modulesBridgeBus (Runtime), BridgeBusSdk (External, Source/ThirdParty - prebuilt AWS SDK for C++)
Blueprints0 Β· C++ classes: 41
Network replicatedNo
Development platformsWindows: Yes, Mac: No, Linux: Yes
Target build platformsWin64, Linux, Android
Third-party softwareYes - AWS SDK for C++ 1.11.916 (Apache-2.0), with the AWS Common Runtime libraries, in Source/ThirdParty/BridgeBusSdk
Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ classes41 + 24 structs
Blueprint nodes42
Events6
DocumentationDocumentation.html (in the download)
DownloadBridgeBus.zip Β· 36.9 MB
Versionv1.0.0

What's in the download

FileWhat it is
BridgeBus 4.27.zipPlugin build for Unreal Engine 4.27
BridgeBus 5.8.zipPlugin build for Unreal Engine 5.8
Documentation.htmlDocumentation (open in a browser)

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the BridgeBus folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable BridgeBus under Edit β€Ί Plugins and restart the editor.
  4. Fill in Project Settings β€Ί Plugins β€Ί BridgeBus.
  5. Right-click in any Blueprint graph and search BridgeBus β€” or include the public headers from C++.
  6. Package for your target platform (Windows, Linux, Android).

Good to know

Built for Unreal Engine 4.27 and 5.8. Requires an AWS account; EventBridge, EventBridge Scheduler and Cognito usage is billed by AWS. Bus, rule, target, archive, replay and schedule-group management nodes need admin IAM permissions and are meant for live-ops tools and servers; game clients usually only need events:PutEvents. On Linux and Android the SDK uses the engine's libcurl and OpenSSL and the engine's certificate store. On Win64 the SDK is one DLL with a plugin-specific name, so BridgeBus can be installed next to other AWS-based plugins. Never ship long-term access keys in a game client: use a Cognito identity pool for players. Developed and maintained by Alpha XP.

Everything included

  • Put Event and Put Events (auto-split at 10 entries, per-entry results and errors)
  • BridgeBus Emitter component: queued events, auto-flush interval and batch size, retry…
  • Event buses: list, describe, create, delete
  • Rules: list, describe, put (event pattern or schedule expression), enable, disable,…
  • Targets: put, list, remove, list rule names by target; input transformers, retry…
  • Archives and replays: create, list, describe, delete archives; start, describe,…
  • EventBridge Scheduler: create, get, update, delete, list schedules; schedule groups;…
  • Make At / Rate / Cron Expression and Validate Schedule Expression
  • Make Event Pattern, prefix and value filters, local Event Pattern Matches, Parse…
  • Struct To JSON, JSON To Struct and Get JSON Field
  • Amazon Cognito identity pools, static keys and the default AWS credential chain
  • 79 Blueprint nodes; background worker threads, retries with back-off, cancellable…
  • C++ API with a native callback

Platforms

WindowsLinuxAndroid

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows (Win64)
  • Blueprints and C++

In the download

FileBridgeBus.zip
FormatZIP
Size36.9 MB
Versionv1.0.0
Licence fileIncluded in the archive
SHA-256cff9153e65111a7c…

Personal

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  1. v1.0.0Latest
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, HTML documentation
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The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features β†’ In the download, so you can verify the file you receive.

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