Reference (Native SDK)
The auto-generated C++ API reference for the HELIX Unreal plugin, with Blueprint, PuerTS, and UnLua mappings.
Auto-generated
The C++ reference is generated from the HELIX Unreal plugin headers with Doxygen and converted to Markdown, refreshed when the plugin changes. Blueprint nodes, PuerTS, and UnLua bindings are generated 1:1 from the same C++ surface. The sample below shows the shape.
UHelixWallet
Concept: LIX & Economy. Web equivalent:
Helix.wallet.
GetBalance
void GetBalance(const FOnHelixBalance& OnComplete);Reads the current player's balances and invokes OnComplete with an FHelixBalance.
Prop
Type
Bindings
| Runtime | Call |
|---|---|
| C++ | UHelix::Get()->Wallet()->GetBalance(Delegate) |
| Blueprint | Helix · Wallet · Get Balance (latent) |
| PuerTS | await Helix.wallet.getBalance() |
| UnLua | Helix.wallet.getBalance() |
Parity by construction
Because every binding is generated from the same C++ surface, the four languages can't drift from each other — and the whole surface is kept aligned with the canonical Web SDK by the feature matrix check in CI.
Networking (Native)
How multiplayer works in Native (Unreal) worlds — engine-native dedicated servers with HELIX replication wrappers. Distinct from the web multiplayer stack.
Guides
Task-oriented recipes that combine the Platform API and a runtime to ship something real. Most show web and Native side by side.