Games only get access to plugins they declare in their manifest, so a game that doesn’t need spinner input doesn’t get it. We can add new plugins (persistence, networking, leaderboards) without changing the sandbox model. And during local development, the plugin shims can be backed by keyboard input instead of real arcade controls.
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In coming up with a generalized solution, our goal was to minimize the required changes to the C++ Unreal game client code. The most obvious way to approach this problem might appear to be to create new exported DLL functions for each backend API that needs to function offline. Instead, we created a single new exported DLL function called ProcessHttpRequest. This function takes in a struct representing a standard HTTP request and returns a struct representing a standard HTTP response. We started referring to this system with the tongue-in-cheek name “serverless service” and it stuck.