Management API Reference

Quickstart: Unreal Engine integration

Get started with Openfort in your Unreal Engine project

1. Install the Openfort SDK#

Prerequisites

Please check the Unreal Engine requirements to ensure a successful integration.

Since .uasset and .umap files are stored on Git Large File Storage, you must download and install git-lfs before cloning the repository.

  1. Clone the openfort-unreal-sdk repository.
  2. Copy the cloned repo into your project's Plugins folder, e.g.: MyGame/Plugins/openfort-unreal-sdk.
  3. Restart your project (Unreal Editor & Jetbrains Rider IDE), upon restart it should load the unreal-sdk-plugin and should be good to use.
For MAC

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.

2. Set your auth providers#

  1. Navigate to the auth providers page on the Openfort dashboard
  2. Click Auth providers Methods in the side bar in the players page
  3. Configure the methods you want users to be able to login with

3. Get your API keys#

In the API keys section, you'll find:

  • Publishable Key: Safe to expose in client-side environment
  • Secret Key: Must be kept secure and used only server-side

To generate non-custodial wallets:

  1. Scroll to the Shield section and click Create Shield keys
  2. Store the encryption share safely when it appears (you'll only see it once)
  3. You'll receive:
    • Shield Publishable Key: Safe for client-side use
    • Shield Secret Key: Keep secure, server-side only

4. Import Openfort into your game#

Our Unreal SDK includes a set of Subsystems for seamless Blueprint integration. You can use them in any of your Blueprints or interact with them in C++.

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.

ue-setup

5. You're good to go!#

Once you've configured your game, you can now use openfort throughout to access the Openfort SDK.