Comments (3)
security best practice requires developers to put up backend server and acquire token through that agent. But it doesn't mean we have to mandate developers to do that during onboarding. As long as we can state in production what is needed, we can make it easier for developers to do so through blueprints by implementing basic auth sequence. Our doc needs to be explicit about production recommendations.
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PR #22 ready for review.
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The issue itself is solved. The final comment of #22 will be addressed in #26.
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Related Issues (20)
- Widget Blueprint for selecting screen share source HOT 1
- Texture creation now happens after OnVideoTrackAdded HOT 4
- Unresolved RHI external symbols HOT 7
- Plugin unstable when "Number of Players">1 when launching in editor HOT 1
- Add function to get information about the local participant HOT 1
- Rename events related to video and screenshare HOT 1
- Documentation for release and beta versions HOT 9
- Update to C++ SDK 2.6.* HOT 1
- Memory leak while sharing a specific window HOT 3
- Crash if conference status changes when closing game HOT 1
- Guard plugin against races HOT 1
- Screen Sharing Race Condition Crash (UE5.2) HOT 5
- Calling disconnect within screen sharing causes error HOT 2
- v1.2.0 don't package in shipping configuration HOT 5
- UE5 Server MAC build crash with DolbyIOModule error HOT 22
- Crash when closing shared window HOT 4
- Works in editor but crashes in packaged game (Plugin version 1.2.1) HOT 3
- Problem with closing of app UE4
- In a new version we have crash related with avformat-59.dll HOT 2
- cant see the dolby.io virtual world plugins blueprint folder in unreal engine 5.1.1 HOT 1
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