mrbandler / twitchauth Goto Github PK
View Code? Open in Web Editor NEWUnreal Engine 4 Plugin for In-Game Twitch Authentication.
Home Page: https://docs.fivefingergames.com/docs/twitch-auth/
License: MIT License
Unreal Engine 4 Plugin for In-Game Twitch Authentication.
Home Page: https://docs.fivefingergames.com/docs/twitch-auth/
License: MIT License
For someone who wants the player to authenticate everytime the player plays.
Just a simple method callable from Blueprint to delete the "webcache" folder within the "Saved" folder.
Hi,
I am using this git hub code and also purchased plugin twitch authentication, but my after login it show server error.
1 ) I also register the app on twitch account.
2) added client ID
But I cant able to login.Please help me out.
As the new version of UE4 (4.21) is out now, the plugin needs to be updated to support the new version.
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To let the developer have as much control as possible we are switch to use the WebBrowserWidget and do not hardcoded add a browser window to the viewport.
Is it possible to customize the plugin for HTML5?
After compilation I have such errors.
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: BoolProperty FTwitchSubscription::is_gift is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: BoolProperty FTwitchChannel::mature is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: BoolProperty FTwitchChannel::partner is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: FTwitchChannel::views is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: FTwitchChannel::followers is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: BoolProperty FTwitchFollow::notifications is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: FTwitchError::status is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: BoolProperty FTwitchUser::email_verified is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: BoolProperty FTwitchUser::partnered is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: BoolProperty FTwitchUser::twitter_connected is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: BoolProperty FTwitchUserNotifications::push is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogClass: Warning: BoolProperty FTwitchUserNotifications::email is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: BoolProperty FTwitchSubscription::is_gift is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: BoolProperty FTwitchChannel::mature is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: BoolProperty FTwitchChannel::partner is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: FTwitchChannel::views is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: FTwitchChannel::followers is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: BoolProperty FTwitchFollow::notifications is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: FTwitchError::status is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: BoolProperty FTwitchUser::email_verified is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: BoolProperty FTwitchUser::partnered is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: BoolProperty FTwitchUser::twitter_connected is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: BoolProperty FTwitchUserNotifications::push is not initialized properly
UATHelper: Packaging (HTML5): LogInit: Display: LogAutomationTest: Warning: BoolProperty FTwitchUserNotifications::email is not initialized properly
LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module."
In-Game Browser Setup for sign in page from Twitch
@mrbandler I realize this was aimed specifically at Twitch, but it got me thinking, would it be possible to do something similar with the Patreon API?
Implementation of a actor that will talk to the Twitch API
Adding the ability to check an authenticated Twitch User against the following status with a particular channel.
Hide the long parts of the login behind a loading screen.
Detailed documentation for the Twitch Developer Client ID.
This is some pretty awesome work. I'm trying to understand how to compile the plugin. I'm looking at the Package.bat file, but I'm totally unable to compile any binaries. With a bit of help from this reference, I understand what you are doing, but I'm guessing your RunUAT.bat file using your path name, may be pointing to a much different version then I'm using? My batch file:
rem Build the plugin
call "C:\Program Files\Epic Games\UE_4.22\Engine\Build\BatchFiles\RunUAT.bat" BuildPlugin -Plugin="%CD%\TwitchAuth.uplugin" -Package="%CD%\Build\TwitchAuth" -Rocket
rem Zip the plugin
rd /s /q "./Build/TwitchAuth/Intermediate"
rd /s /q "./Build/TwitchAuth/Binaries"
rem 7z a ./Build/TwitchAuth.zip ./Build/TwitchAuth/*
pause
I've tried both UE 4.21 and 4.22, both seem to fail. Log files really aren't much help.
UBT-UE4Editor-Win64-Development.txt
Log.txt
Where is your %path% stuff for RunUAT.bat pointing to? Are you able to compile the repo, using UE 4.22 RunUAT.bat
I will say, the generated Build folder is pretty bizarre. Lots of subdirectories and repeats. Is that correct? Its also not clear to me that the Package.bat file here will result in the content I see downloaded via the Unreal Marketplace (ref: C:\Program Files\Epic Games\UE_4.22\Engine\Plugins\Marketplace\TwitchAuth) ... but without a completed run, its not clear to me on how this works.
By the way, many thanks for all the work you've put into this. I never realized it was possible to insert usage example content into a plugin quite this way. Nicely done.
I would like the players of my game to be able to advertise in the lobby that they are streaming on twitch without having to link their twitch in chat. I figure if they are authenticated, on lobby match start, the server can check if the user is live, and then that can be signified with a clickable twitch icon in a widget from FontAwesome or an SVG near their name. I assume the request could be hardcoded easily, but I think the feature would be a great addition to your project. As I understand it, either the client or the server would need an API key. Perhaps a dedicated server owner would be able to use their own key for each instance of a server they maintain and then the client just verify that they are a twitch user, consequently sending their information to the server, and then the server makes a request for the entire list of twitch users, checks who is currently live, and then activates the link on the playername.
I'm using https://dev.twitch.tv/docs/api/reference#get-streams as a reference. I apologize if this already exists to some degree.
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