Furioos SDK for Unreal Engine
Перейти к файлу
rouxjulien ccc48b43b4
Merge pull request #1 from Unity-Technologies/fix/minimumRequirements
Update README.md
2022-01-26 15:09:25 +01:00
FS_WebSocket
.gitignore
LICENSE.md
README.md

README.md

Furioos UE SDK

This repository is in Beta, we do not provide support for it.

Requirements

  • A Furioos Account on www.furioos.com.
  • Then choose the application you want to use with the SDK and create a SDK link.

Tested on Unreal Engine 4.25.3 and 4.26-preview

Installation

  1. Download the latest version of the Zip package.
  2. Create a folder named "Plugins" in your project folder.
  3. Extract the "FS_WebSocket" into Plugins Folder.
  4. Launch your Unreal project (if your version of UE is different from 4.25.3, you will need a development IDE installed to compile the plugin again).
  5. Put the blueprint FS_WebSocket_BP in your scene

Alt text

You'll need to have the FS_WebSocket_BP blueprint in each scene with SDK interactions.

General Usage

When the plugin is installed and enabled, you will find a scene example with Blueprint and C++ class in LexelExample (to see the folders :)

Alt text

Blueprint Usage

Alt text

To connect to the websocket server, you will have to bind your event as shown in the example above.

C++ Usage

Events

FSOnConnectComplete()

Bind an event that will be called when the application is connected and signed in to the Furioos streaming server and ready to communicate.

FSOnReceiveData(FSstring data)

Bind an event that will be called everytime data is received.

  • FString data: The parsed data

FSOnConnectError(FString error)

Bind an event that will be called each time an error is fired.

  • FString error

FSOnClosed()

Bind an event that will be called when the connection with Furioos streaming server is closed.

Methods

void Connect()

You can call this function to connect your application to the Furioos Streaming Server.

void SendSDKMessage(FString& data)

Send data to the JS client

  • FString data: The data to send