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Sequence Wallet

In order to gain access to the SequenceAPI be sure to #include "Sequence/SequenceAPI.h" After you've completed initial authentication and have intercepted the credentials either through your UI or ours, to use the Sequence API you'll need to create a [USequenceWallet*] by using:

/*
   Automatically tries to read stored credentials on disk and initialize with them
   if none are found returns a TOptional<USequenceWallet*> Pointer without any set Credentials
*/
 
const TOptional<USequenceWallet*> WalletOptional = USequenceWallet::Get();
if (WalletOptional.IsSet() && WalletOptional.GetValue())
{
   USequenceWallet * Wallet = WalletOptional.GetValue();
   //Use here
}

or

/*
   returns a TOptional<USequenceWallet*> Pointer set with the 
   given Credentials
*/
 
const TOptional<USequenceWallet*> WalletOptional = USequenceWallet::Get(Credentials);
if (WalletOptional.IsSet() && WalletOptional.GetValue())
{
   USequenceWallet * Wallet = WalletOptional.GetValue();
   //Use here
}

or

/*
   returns a TOptional<USequenceWallet*> Pointer set with the 
   given Credentials & ProviderUrl
*/
 
const TOptional<USequenceWallet*> WalletOptional = USequenceWallet::Get(Credentials,"ProviderUrl");
if (WalletOptional.IsSet() && WalletOptional.GetValue())
{
   USequenceWallet * Wallet = WalletOptional.GetValue();
   //Use here
}

Once you have your [USequenceWallet] you can feel free to call any of the functions Supplied by the object, as the register call is now automatically done for you.

USequenceWallet, Static Access & Persistence

USequenceWallet is now a Subsystem of GameInstance, what this means is not only can you access it from anywhere as if it was a static variable in your C++ code. But it also persists for the lifetime of your game. That is no data is reset when a level is changed in your games!