Game Data in the Store
Give your UI player names, health, scores, and inventory from Unreal.
The Store is the set of game values your UI can read. For example, a health
label reads player.health, and Unreal updates that value when the player is hurt.
Start with one value
- Open Store in Studio and define a field, such as a string named
player.name. - In Presets, give it a preview value so you can design the label without running Unreal.
- Use the field's binding example in your component to display the value.
- In Unreal, load the package and set the field from Blueprint or C++.
Follow Define game data and preview values, then Update game values in Blueprint.

The Presets page lists every field the preset supplies, each with the example value Preview uses while no game is connected. Edit a value here to see the effect immediately without running Unreal: the label, bar, or other bound control updates in Preview using this preset's data.
Preview values and real game values
A preset is saved example data for Studio Preview. It does not change the game or become a save game. When connected to Unreal, Live values shows the values supplied by the running game; those values are read-only in Studio.
| Scope selected in Studio | Who shares the value? |
|---|---|
| Per player | Each local player has their own value, such as health. |
| Global | All local players in this game process share the value, such as a match timer. |
Global does not send data across the network. Your game's networking code still handles multiplayer updates.
Let a button request a change
Component scripts read Store values. To request a gameplay change, a button sends an action. Your game handles that action, checks its rules, then updates the Store. For example: Buy button → game checks money → game updates inventory and money → the UI shows the new values.
For native integration, see C++ Store.