Setup for Windows
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IntroductionThe Windows version of the Antidote SDK is compatible with various Unreal Engine versions:
- 5.3: supported
- 5.2: supported
- 5.1: supported
- 5.0: supported
- 4.27: supported
- 4.26: supported
- 4.25 and older versions might be supported, but these haven't been officially tested
note
Only C++ projects are currently supported. Blueprint projects are not yet supported.
#
Setup#
UnrealHere's how to integrate the Antidote SDK with your Unreal Engine game on Windows:
Download the latest version of Antidote SDK for Unreal.
If you don't have a
Plugins
folder yet, create it.Unzip the downloaded file
Copy the folder
AntidoteSDK
into your project'sPlugins
folder. The result will be:/YourProject/Plugins/AntidoteSDK/
.Generate the project Files.
Close the editor.
Recompile the project in Visual Studio.
Add AntidoteSDK as a dependency in your project's build file. Example:
YourProject.Build.csIn your GameMode's
BeginPlay
, initialize the SDK with the desired options. Example:Example: YourProjectGameMode.cppvalidate
- verify that the player is authorized to launch the game, and terminate if they aren'tshowWatermark
- enable watermarking
To enable Watermarking, one more step is required.
Add the following to each of your
GameMode
classes:YourProjectGameMode.hOn your
GameMode
base class add this code:YourProjectGameMode.cpp
note
If you have multiple GameModes in your project, you have to add the watermark initialization code to each.
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Game EventsEvents can be emitted during gameplay to track once-off events, and the duration of long-running events. These can be viewed on the session recording. To emit an event:
where action
can be one of the following:
Action | Description |
---|---|
start | mark the start of a long-running event (e.g. boss_battle) |
end | mark the end of a long-running event (e.g. boss_battle) |
once | emit a once-off event (e.g. collected_powerup) |
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Tips & Troubleshooting#
How to create a GameMode Class- Go to Unreal Editor.
- Click
File/New C++ Class
. - Scroll down, select
GameMode
(Base class of the heads-up display). - Click
Next
. - Set a Name (e.g YourProjectGameMode).
- Click
Create Class
. - Go to
ProjectSettings/Maps & Modes
. - Set GameMode to your custom GameMode.
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Unreal Editor doesn't start or shows an error regarding a plugin is not found- Close Unreal Editor.
- Open the project in Visual Studio.
- Clean Solution.
- Rebuild Solution.
- Open the project in Unreal Editor again.