Skip to main content

Activate profanity filter for validation

Last updated on March 30, 2026

Introduction

This article walks you through how to activate the profanity filter in your studio namespace to validate the display names of your players.

info
  • The profanity filter feature currently only validates the display names of your players.

Prerequisites

Activate profanity filter for display name validation

To activate the profanity filter for validating player display names, there are two ways to configure it:

Activate from Profanity Management menu

  1. In the AGS Admin Portal, go to your studio namespace.
  2. On the sidebar menu, go to Tools & Utilities > Profanity Management > Profanity Database.
  3. On the Configurations page, go to List of Services section.
  4. It will shows services have supported profanity filter.
  5. Turn on status toggle.
  6. After activating the Profanity filter toggle, select the database filter that will be used from the Target database dropdown. You can choose the database for the profanity filter:
    1. Default. See Manage default profane words database.
    2. Custom. See Create custom filters.
      list of services

Activate from Input Validation menu

  1. In the AGS Admin Portal, go to your studio namespace.
  2. On the sidebar, go to Identity & Access > Account & Profile Setup > Input Validation.
  3. In the Display Name section, turn on the Profanity filter toggle.
  4. After activating the Profanity filter toggle, select the database filter that will be used from the Profanity Filter Database options. You can choose the database for the profanity filter:
    1. Default AGS database. See Manage default profane words database.
    2. Custom. See Create custom filters.
      profanity filter on display name
  5. Click Save.

Implement profanity filter with client SDKs

The validate user endpoint is contained inside the User class on both Unity and Unreal SDK.

Validate user input

To enable this endpoint, specify the FUserInputValidationRequest model to put it into the parameter function. AGS has several validations including DisplayName or UniqueDisplayName. If the response is valid, then it will return true. Otherwise, it will return false with an error message.

FUserInputValidationRequest UserInputValidationRequest{};
UserInputValidationRequest.DisplayName = "badwordsexample";
FUserInputValidationResponse UserInputValidationResponse{};

auto ApiClient = AccelByteOnlineSubsystemPtr->GetApiClient(TEXT("YOUR_KEY"));
auto UserApi = ApiClient->GetUserApi().Pin();
UserApi->ValidateUserInput(UserInputValidationRequest, THandler<FUserInputValidationResponse>::CreateLambda([&](const FUserInputValidationResponse& Response)
{
UE_LOG(LogAccelByteUserServiceTest, Log, TEXT("Success"));
}), FErrorHandler::CreateLambda([&](int32 ErrorCode, const FString& ErrorMessage)
{
UE_LOG(LogAccelByteUserServiceTest, Warning, TEXT("Error Code: %d, Reason: %s"), ErrorCode, *ErrorMessage);
}));