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Since .uasset
and .umap
files are stored on Git Large File Storage, you must download and install git-lfs before cloning the repository.
- Clone the openfort-unreal-sdk repository.
- Copy the cloned repo into your project's
Plugins
folder, e.g.:MyGame/Plugins/openfort-unreal-sdk
. - Restart your project (Unreal Editor & Jetbrains Rider IDE), upon restart it should load the
unreal-sdk-plugin
and should be good to use.
See the included sample widgets in All->Plugins->Openfort Content in the Unreal Editor content browser for examples of how to use the plugin in Blueprint. If you don't see a Plugins folder under All you may need to enable Show Plugin Content in the content browser's Settings menu.
Check out the OpenfortSDK.h file for the C++ OpenfortSDK API. In order to know the list of methods to call for the OpenfortSDK Login Flow and the OpenfortSDK Log out Flow, follow the same sequence of steps as the Blueprint widget examples below.
Build Platform | Unreal Engine Version | Windows | MacOS | iOS | Android |
---|---|---|---|---|---|
Windows | 5.0.3 | โ | โ | โ | โ |
5.2.1 | โ | ? | ? | โ | |
5.3 | โ | โ | โ | โ | |
5.4 | โ | โ | โ | โ | |
macOS | 5.2.1 | โ | โ | โ | โ |
5.3 | โ | โ | โ | โ | |
5.4 | โ | โ | โ | โ |
The plugin currently makes use of the Web Browser runtime module which bundles CEF3. Changes to the engine are currently required for modern xcode targets as Unreal Engine does not properly link the framework during packaging. This requires either an engine patch or moving the framework post-build and then codesigning your build again.
In the CEF3.build.cs you need to bypass the if
check for modern xcode. This can be accomplished by adding || true
to the end of the if check on line 102.
Additionally, you need to add bCompileCEF3 = true;
to your build target.