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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
- Download the latest version of the Zip package.
- Create a folder named "Plugins" in your project folder.
- Extract the "FS_WebSocket" into Plugins Folder.
- 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).
- Put the blueprint FS_WebSocket_BP in your scene
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 :)
Blueprint Usage
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