GameSparks Plugin for Unreal
Prerequisites (depending on which platforms you want to support)
Running the sample
- double click GameSparksSample/GameSparksSample.uproject
- open the GameSparks GameMode blueprint and set the API credentials
- press play in the Unreal Editor
Integrating the SDK into your project
- Copy the Plugin located at plugin/GameSparks into the Plugins directory of your project
- Add the "GameSparks" module to PublicDependencyModuleNames in your project.Build.cs
- Copy GameSparksGameMode.uasset into the Content directory of your project
- Adapt the blueprint to your needs
There are currently two ways to use the Real-Time Services: Via Blueprints Via C++ code. The sample-project contains two levels in the Rt subdirectory that illustrate both scenarios. If you want to use the Real-Time Services via C++, also have a look sample07Realtime.cpp of the base SDK. The tutorials for the Real-Time Services are a great place to start as well. The API of the C++ SDK is very simmilar to the .NET SDK, so most of the sample code should be easy to adapt.
The Unreal Plugin also contains a module that implements parts on Unreals Online Subsystem interface. To Use the OnlineSubsystemGameSparks add the following lines to your DefaultEngine.ini:
[OnlineSubsystemGameSparks] bEnabled=True ApiKey=<your-api-key> ApiSecret=<your-api-secret> bUsePreviewServer=True
Make sure to encrypt your .pak files to make it more difficult to steal the ApiSecret. Be aware that those settings override the Key and Secret used in BluePrints.