project_set_multiplayer_blueprint
Category: project
Set the game's default multiplayer blueprint: rooms, queues, teams, seats, placement, lifecycle phases, and netcode runtime budgets (tick, lag compensation, replication, prediction). Authoring operationId: game.multiplayer_blueprint.set Use when: Use to configure matchmaking and the netcode/runtime parameters that scripts cannot set. Publish bakes it into the deployment and the runtime materializes it into an active blueprint. Do not use when: Do not use for gameplay logic, scoring, or objective progression - those belong in scripts. Expected response time: sync <2s Token cost: low.
Output: JSON text content from the canonical service adapter.
Input schema
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