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# Rider user specific files | ||
.idea | ||
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# Visual Studio 2015 user specific files | ||
.vs/ | ||
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# Visual Studio 2015 database file | ||
*.VC.db | ||
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# Compiled Object files | ||
*.slo | ||
*.lo | ||
*.o | ||
*.obj | ||
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# Precompiled Headers | ||
*.gch | ||
*.pch | ||
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# Compiled Dynamic libraries | ||
*.so | ||
*.dylib | ||
*.dll | ||
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# Fortran module files | ||
*.mod | ||
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# Compiled Static libraries | ||
*.lai | ||
*.la | ||
*.a | ||
*.lib | ||
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# Executables | ||
*.exe | ||
*.out | ||
*.app | ||
*.ipa | ||
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# These project files can be generated by the engine | ||
*.xcodeproj | ||
*.xcworkspace | ||
*.sln | ||
*.suo | ||
*.opensdf | ||
*.sdf | ||
*.VC.db | ||
*.VC.opendb | ||
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# Precompiled Assets | ||
SourceArt/**/*.png | ||
SourceArt/**/*.tga | ||
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# Binary Files | ||
Binaries/* | ||
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# Builds | ||
Build/* | ||
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files | ||
!Build/*/ | ||
Build/*/** | ||
!Build/*/PakBlacklist*.txt | ||
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# Don't ignore icon files in Build | ||
!Build/**/*.ico | ||
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# Built data for maps | ||
*_BuiltData.uasset | ||
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# Configuration files generated by the Editor | ||
Saved/* | ||
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# Compiled source files for the engine to use | ||
Intermediate/* | ||
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# Cache files for the editor to use | ||
DerivedDataCache/* | ||
Content/StarterContent/* | ||
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# Doxygen generated files | ||
Doxygen/* |
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Jenkins | ||
SteamHelper | ||
TestUtilities | ||
jenkinsfile | ||
jenkins.config.json | ||
Plugins/AccelByteUe4Sdk/Source/AccelByteUe4Sdk/Private/Tests |
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{ | ||
"FileVersion": 3, | ||
"Version": 1, | ||
"VersionName": "1.0", | ||
"FriendlyName": "AccelByte Unreal Engine 4 SDK", | ||
"Description": "Official AccelByte SDK for Unreal Engine 4", | ||
"Category": "Online Platform", | ||
"CreatedBy": "Accelbyte Inc", | ||
"CreatedByUrl": "https://www.accelbyte.net/", | ||
"DocsUrl": "https://docs.accelbyte.net/sdk/ue4/index.html", | ||
"MarketplaceUrl": "", | ||
"SupportUrl": "", | ||
"CanContainContent": false, | ||
"IsBetaVersion": false, | ||
"Installed": false, | ||
"Modules": [ | ||
{ | ||
"Name": "AccelByteUe4Sdk", | ||
"Type": "Runtime", | ||
"LoadingPhase": "PreDefault" | ||
} | ||
], | ||
"Plugins": [ | ||
] | ||
"FileVersion": 3, | ||
"Version": 1, | ||
"VersionName": "1.0", | ||
"FriendlyName": "AccelByte Unreal Engine 4 SDK", | ||
"Description": "Official AccelByte SDK for Unreal Engine 4", | ||
"Category": "Online Platform", | ||
"CreatedBy": "Accelbyte Inc", | ||
"CreatedByUrl": "https://www.accelbyte.net/", | ||
"DocsUrl": "https://docs.accelbyte.net/sdk/ue4/index.html", | ||
"MarketplaceUrl": "", | ||
"SupportUrl": "", | ||
"CanContainContent": false, | ||
"IsBetaVersion": false, | ||
"Installed": false, | ||
"Modules": [ | ||
{ | ||
"Name": "AccelByteUe4Sdk", | ||
"Type": "Runtime", | ||
"LoadingPhase": "PreDefault" | ||
} | ||
], | ||
"Plugins": [] | ||
} |
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# AccelByte Unreal SDK | ||
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AccelByte Unreal SDK is a plugin for Unreal Engine. | ||
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## Assumptions | ||
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This documentation assumes that you are already familiar with modern C++, Unreal Engine, HTTP, REST API, microservice architecture, OAuth2, OpenID Connect, JWT, WebSocket. | ||
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## Dependencies | ||
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AccelByte SDK is compatible with these AccelByte Services version 3.2.0 | ||
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## Features | ||
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AccelByte Unreal SDK features: | ||
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- Access the API from C++ and blueprint. C++ | ||
- Provides easy-to-use client APIs for: | ||
- User authentication (access tokens stored in memory) | ||
- User management (create user, reset password, verify user.) | ||
- User profile (create, update, view). | ||
- Ecommerce (get item categories, get items, create orders, etc.) | ||
- Lobby (chatting, party management) | ||
- Server API. | ||
- Supported Unreal versions: 4.25 - 4.26 | ||
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## Architecture | ||
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The classes are categorized as follow: | ||
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- The `Model` classes are used for JSON deserialization and serialization using Unreal Engine [JsonUtilities.h](https://api.unrealengine.com/INT/API/Runtime/JsonUtilities/). | ||
- The `Api` classes provides interface to C++ functions. | ||
- The `Blueprint` classes are simple _glue code_ to provide interface to Unreal Engine Blueprint. | ||
- The `Core` classes are for core functionalities (error handler, settings, credential store, and HTTP retry system). | ||
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## Terminology | ||
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> There are only two hard things in Computer Science: cache invalidation and naming things. ―Phil Karlton | ||
### `UserId` vs `LoginId` vs `Username` | ||
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The backend call it `LoginId`, but in here it's called username. It can be email address or phone number. `UserId` is the user unique ID. | ||
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### AccelByte IAM | ||
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The AccelByte IAM is an identity and access management service for online video games. | ||
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It is written in Go. | ||
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### AccelByte Platform | ||
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AccelByte Platform is a platform service for online video games. | ||
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These modules are written in Java to take advantage of the rich eco-system of libraries, mature development environment and tools, and rapid development and flexibility and customization. | ||
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### AccelByte Lobby | ||
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AccelByte Lobby is for chatting and party management. Unlike other servers which use HTTP, Lobby server uses WebSocket (RFC 6455). | ||
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It is also written in Go. | ||
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# Quickstart Guide | ||
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Here's how to get it up and running quickly. | ||
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## Setup | ||
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1. The first step is to download and install [Visual Studio 2019](https://visualstudio.microsoft.com/downloads/). | ||
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2. Download and install [Unreal Engine 4.25](https://www.unrealengine.com). | ||
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3. If you want to run the examples, skip to step 7. | ||
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4. Create or open existing Unreal Engine project. | ||
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5. Copy the the top folder to your game's plugins folder as `AccelbyteUe4Sdk` folder. | ||
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6. Add the plugin to your `/MyAwesomeGame.uproject` file, | ||
```java | ||
"Plugins": [ | ||
... | ||
{ | ||
"Name": "AccelByteUe4Sdk", | ||
"Enabled": true | ||
}, | ||
... | ||
``` | ||
in `/Source/MyAwesomeGame.Target.cs`, and in `/Source/MyAwesomeGameEditor.Target.cs`. | ||
```cs | ||
ExtraModuleNames.AddRange(new string[] | ||
{ | ||
... | ||
"AccelByteUe4Sdk", | ||
... | ||
} | ||
``` | ||
also in `/Source/MyAwesomeGame/MyAwesomeGame.Build.cs`. | ||
```cs | ||
PublicDependencyModuleNames.AddRange( | ||
new string[] { | ||
... | ||
"AccelByteUe4Sdk", | ||
... | ||
} | ||
``` | ||
7. Open Unreal Editor and click File -> Project Settings. | ||
![](Documentation/images/setup_001.png) | ||
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8. Fill out the settings then click on set as default. The settings will be saved to `DefaultEngine.ini`. | ||
![](Documentation/images/setup_002.png) | ||
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# Blueprint | ||
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**Note**: We have halted support for blueprints, new features will be added with no blueprint. Please contact us if you want to use new features on the blueprints. | ||
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Supported features: | ||
* Achievement | ||
* Could Storage | ||
* Entitlement | ||
* Store Category | ||
* Store Item | ||
* Lobby | ||
* Order | ||
* Statistic | ||
* User | ||
* Wallet | ||
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# Commit Message Standardization | ||
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We are following Conventional Commits as a standard to follow for writing commit messages. The details of the rules can be found in the [conventional commits website](https://www.conventionalcommits.org/en/v1.0.0/). |
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