Bootstrap your UI
Documentation for Unreal SDK overview for the Sequence infrastructure stack for web3 gaming.
Built-in UI Setup
You can use the [BP_CustomSpectatorPawn]
but since it and its parent class reside within the realm of the plugin, during updates all modifications you make within the plugin would be lost. These serve primarily as a reference and starting point. We highly recommend you duplicate the BP_CustomSpectatorPawn
out of the plugin folder, then update its parent class to a C++ class of your own making that also resides outside the plugins content folder.
Some additional setup of the GameMode will need to be done prior to any UI showing up. The SequencePlugin comes bundled with an example GameMode [GM_Sequence]
stored within [Demonstration]
in the plugin content folder. Duplicate this GameMode and move it outside the plugin folder. Then open up [GM_Sequence]
and set the DefaultPawn to the Pawn Blueprint you’ve just made.
Lastly in Project Settings you’ll need to set this GameMode as the default GameMode. Specifically in ProjectSettings -> Maps & Modes
Unreal’s web browser plugin uses the Chromium embedded browser. If your device does not support it, you can instead use Unreal’s Launch URL
function.
Try running your project now! You should be able to log in using your social credentials if you’ve set everything up correctly so far!
Customizing the built-in UI
In the folder located at SequencePlugin Content/Core/Style you’ll find a struct F_SequenceUIStyle
. In the default values section of this struct you’ll be able to update the colours and images displayed throughout the UI. Currently we only read from Sequence_Style_Dark_Mode
Custom UI Integrations
To start you’ll want to create a [UAuthenticator]
UObject like so [UAuthenticator * Auth = NewObject<UAuthenticator>()]
, this UObject manages the authentication side of Sequence.
In a C++ UObject with a series of pass through [UFUNCTIONS]
setup similarly to [SequenceBackendManager.h/.cpp]
. Each of these calls are implemented in [UAuthenticator]
you just need to pass through the data with YOUR UAuthenticator UObject
Binding to the Delegates
Be sure to bind to the Delegates for [AuthSuccess], [AuthFailure], [AuthRequiresCode] prior to making any signin calls You can bind to these delegates like so:
In the case of [AuthSuccess] since a parameter is also passed we bind to it like this
Note: Replace the usage of the SequenceBackendManager.h/.cpp
with you’re own when building a custom GUI, it is only used here as a reference in the event more context is needed with these instructions. Where [CallShowAuthSuccessScreen] is defined in SequenceBackendManager.h as an example like so:
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