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Epic をアイデンティティプロバイダーとして設定する

Last updated on October 23, 2024

Overview

This guide is intended to help verified Epic Games developers connect Epic Games Accounts to the AccelByte Gaming Services (AGS). Depending on your game, you may need to set up additional features within Epic Games services which are not listed here. For full information about setting up Epic Games services, we recommend contacting your Epic Games representative and reviewing the Epic Games documentation directly.

important

This guide is intended for public use and contains limited information due to confidentiality. We recommend you refer to the full confidential guide first. To request a copy of the confidential guide, contact your AccelByte Technical Producer.

Goals

  • Enable the Epic authentication method for your game with the AccelByte Game SDK.
  • Enable the Epic authentication method for your publisher website with the AccelByte Player Portal.

Prerequisites

Web login integration

  • An Epic Developer Account.

  • An AccelByte Admin Portal Account to set up authentication and manage permissions.

  • A publisher Namespace for your Player Portal and Launcher

  • A Player Portal.

    AGS Shared Cloud

    In the Shared Cloud tier, you will need to provide your own player portal website.

In-game login integration

  • An Epic Developer Account.
  • If you using Unreal Engine, you will need to install UE version 4.27 or 5.0.
  • If you using Unity, you need PlayEveryWare/eos_plugin_for_unity.
  • An AccelByte Admin Portal Account to set up authentication and manage permissions.
  • A game Namespace.
  • A Unity or Unreal game project with the latest version of the AccelByte Game SDK imported.
  • Familiarity with AGS Identity and Access Management (IAM) Clients.

Set up Epic Product

Create organization

You must have an Organization under your Developer Account and then add a verified Domain to it.

注記

Epic will take some time to verify your Domain.

Configure Product Brand

Configure your product Brand Settings, Permissions, and Linked Clients. Follow the How to set up EOS Epic Account Services Guide.

注記

Brand Settings requires a verified Domain. If you lack one, you can proceed without it, but players will receive a warning message when they login. For more information, see the Domain Verification page

Create a client

Create a client under your product. Follow the Adding New Clients Guide

Create Epic Account Services Application

Create your Application. Follow the Setting Up an EOS Epic Account Services Application Guide.

  • In Permissions you will need to enable Basic Profile, Online Presence, and Friends List.
  • In Linked Clients, choose the Client you previously created.
注記

Please contact Customer Support to get the guide from AccelByte if you have trouble setting up on Epic Developer Portal.

Set up Epic Games Login Method

Web login

  1. In the AGS Admin portal, go to your publisher namespace.

  2. On the sidebar menu, go to Game Setup > 3rd Party Configuration > Auth & Account Linking.

  3. On the Login Methods page, click on the + Add New button.

    AccelByte Admin Portal Login

  4. From the list of login method options, select Epic Games.

    Epic Login

  5. Fill the login configuration with your Epic Games client credential, Fill Client ID with your epic client ID, Client Secret with your epic client secret and Fill in Redirect URI with <BaseURL>/iam/v3/authenticate (BaseURL is your domain address, e.g., https://prod.gamingservices.accelbyte.io), and then click the Create Button.

    Epic Configuration

  6. Activate it.

    Epic Activate

Give it a try

  1. Go through the Player Portal and click the Login button.

    Player Portal

  2. Click on Epic Games Icon, If you can't find it, you can click More login options.

    Login

  3. Click Login with Epic Games.

    More Login

  4. You will be redirected to the Epic Games Web Login page where you can fill in your Epic credentials to proceed. That's it. You've completed the required steps.

    Epic Games login

注記

Currently, players will be asked to link their Epic account with an existing AccelByte account or link it with a new account. There is an effort underway at AccelByte to make this configurable so that players can login to the Player Portal directly with a headless account.

In-Game Login

  1. In the AGS Admin portal, go to your game namespace.

  2. On the sidebar menu, go to Game Setup > 3rd Party Configuration > Auth & Account Linking.

  3. On the Login Methods page, click on the + Add New button.

    AccelByte Admin Portal Login

  4. From the list of login method options, select Epic Games.

    Epic Login

  5. Fill the login configuration with your Epic Game client credential, Fill Client ID with your epic client ID, Client Secret with your epic client secret and Fill in Redirect URI with http://127.0.0.1 (localhost), and then click the Create Button.

    Epic Configuration

  6. Activate it.

    Epic Activate

Create an IAM client for Epic Games

An IAM client is a representation of the game client that you want to release on your target platform. Learn more about IAM Clients in Manage access control for applications.

Unreal in-game login integration

You can integrate your game sign-in using the AccelByte SDK so that your players can log in to games using their Epic credentials.

Unreal preparation and configuration

Add dependencies

First, you need to add the public dependency modules OnlineSubsystem and OnlineSubsystemEOS to your <YourProject>.Build.cs file. These are all the dependencies needed for integrating your project to use the online subsystem EOS from within Unreal Engine.

public ABThirdPartyLogin(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" , "AccelByteUe4Sdk", "Slate", "SlateCore" });

PrivateDependencyModuleNames.AddRange(new string[] { "Json", "OnlineSubsystem", "OnlineSubsystemEOS", "HTTP" });

}

Add OnlineSubsystemEOS inside <YourProject>.Target.cs:

public ABThirdPartyLoginTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "ABThirdPartyLogin", "OnlineSubsystem", "AccelByteUe4Sdk", "OnlineSubsystemEOS" } );
}

Add OnlineSubsystemSteam inside <YourProject>.Target.cs and <YourProjectEditor>.Target.cs files.

public ABThirdPartyLoginEditorTarget( TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
DefaultBuildSettings = BuildSettingsVersion.V2;
ExtraModuleNames.AddRange( new string[] { "ABThirdPartyLogin", "OnlineSubsystem", "AccelByteUe4Sdk", "OnlineSubsystemEOS" } );
}

Unreal Engine Project Setting for Epic Games login

Inside your DefaultEngine.ini file you need to add several variables for the Epic configuration. You need this configuration to make certain when you open the project, the Epic Online Service will initiate automatically.

To tell Unreal Engine to use Online Subsystem EOS, add the following setting:

[OnlineSubsystem]
DefaultPlatformService=EOS

Now that you've told Unreal Engine that you want your application to use the EOS Online Subsystem, you'll need to configure the OnlineSubsystemEOS module by adding the following settings:

[OnlineSubsystemEOS]
bEnabled=true

You can fill the values below based on the values you got from the Epic Developer Portal.

[/Script/OnlineSubsystemEOS.NetDriverEOS]
bIsUsingP2PSockets=true

[/Script/OnlineSubsystemEOS.EOSSettings]
CacheDir=CacheDir
DefaultArtifactName=YOUR Product Name
TickBudgetInMilliseconds=0
bEnableOverlay=True
bEnableSocialOverlay=True
bShouldEnforceBeingLaunchedByEGS=False
TitleStorageReadChunkLength=0
+Artifacts=(ArtifactName="[Your Product Name]",
ClientId="[Your Client ID]",//This ID should start with "xyz" as the first 3 characters
ClientSecret="[Your Client Secret]",//This is the password that is used to verify your Client ID
ProductId="[Your Product ID]",//The EOS SDK uses this ID to identify your product
SandboxId="[Your Sandbox ID]",//The artifact belongs to the sandbox with this ID value.
DeploymentId="[Your Deployment ID]",//Deployment IDs differ for each artifact
EncryptionKey="[Your Encyption Key]")//When you upload data to an EOS service, this 64-byte hexadecimal string is used to encrypt it
bUseEAS=True
bUseEOSConnect=True
bMirrorStatsToEOS=True
bMirrorAchievementsToEOS=True
bUseEOSSessions=True
bMirrorPresenceToEAS=True

zUnreal Engine Project Setting for AccelByte Gaming Services
Add your AccelByte credentials here in DefaultEngine.ini
[/Script/AccelByteUe4Sdk.AccelByteSettings]
ClientId=<Your IAM_Client_Id>
ClientSecret=<Your IAM_Client_Secret>
Namespace=<Your Namespace>
PublisherNamespace=<Your Publisher Namespace>
RedirectURI=
BaseUrl="https://prod.gamingservices.accelbyte.io"
AppId=133xxx
IamServerUrl="https://prod.gamingservices.accelbyte.io/iam"
PlatformServerUrl="https://prod.gamingservices.accelbyte.io/platform"

Unreal Engine sample code implementation

Next, we will show you how to implement the Epic authentication method for your game using the sample code below. The IOnlineSubsystem reads the DefaultPlatformService value defined in DefaultEngine.ini. The IdentityInterface manages interactions with these services related to user accounts, enabling user authentication and access token retrieval. Once the operation is successful, the LoginWithOtherPlatform function of the AccelByte SDK handles third-party platform login using the authentication token obtained from the Identity Interface.

FOnlineAccountCredentials Credentials;
Credentials.Id = FString();
Credentials.Token = FString();
Credentials.Type = FString("accountportal");

UE_LOG(LogTemp, Warning, TEXT("%s"), TEXT("Begin Login"));
const IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get();
if (OnlineSubsystem == nullptr)//will get active OSS Platform Service
{
FString Message = TEXT("Cannot login with no online subsystem set!");
UE_LOG(LogTemp, Warning, TEXT("%s"), *Message);
return;
}

const IOnlineIdentityPtr OnlineIdentity = OnlineSubsystem->GetIdentityInterface();
if (!OnlineIdentity.IsValid())
{
FString Message = TEXT("Could not retrieve identity interface from native subsystem.");
UE_LOG(LogTemp, Warning, TEXT("%s"), *Message);
return;
}
APlayerController* MyPlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);;

const ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(MyPlayerController->Player);
if (LocalPlayer == nullptr)
{
FString Message = TEXT("Can only login with native platform for local players");
UE_LOG(LogTemp, Warning, TEXT("%s"), *Message);
return;
}
const FVoidHandler OnLoginSuccessDelegate = FVoidHandler::CreateLambda([=]() {
FAccountUserData AccountUserData = FRegistry::Credentials.GetAccountUserData();
//if Success will return some user credential
FString AccountUserDataString;
FJsonObjectConverter::UStructToJsonObjectString(AccountUserData, AccountUserDataString);

FString Message = FString::Printf(TEXT("Login to AB Service Success : %s"), *AccountUserDataString);
});
const FCustomErrorHandler OnLoginErrorDelegate = FCustomErrorHandler::CreateLambda([=](int32 ErrorCode, const FString& ErrorMessage, const FJsonObject& ErrorObject) {
FString Message = FString::Printf(TEXT("Error Login to AB Service : %s"), *ErrorMessage);//Failed Login to AB Service
});

const FOnLoginCompleteDelegate NativeLoginComplete = FOnLoginCompleteDelegate::CreateLambda([=]
(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& Error) {
UE_LOG(LogTemp, Warning, TEXT("OnLoginComplete %s : %s"), bWasSuccessful ? TEXT("Success") : TEXT("Fail"), *Error);
FString Message = FString::Printf(TEXT("OnLoginComplete %s : %s"), bWasSuccessful ? TEXT("Success") : TEXT("Fail"), *Error);
OnActionInfoUpdated.Broadcast(Message);

if (bWasSuccessful)
{
const FString PlatformToken = OnlineIdentity->GetAuthToken(LocalPlayer->GetControllerId());
UE_LOG(LogTemp, Warning, TEXT("PlatformToken : %s"), *PlatformToken);
OnActionInfoUpdated.Broadcast(FString::Printf(TEXT("PlatformToken : %s"), *PlatformToken));//Will Obtained Auth Ticket from OnlineIdentity

FRegistry::User.LoginWithOtherPlatform(EAccelBytePlatformType::EpicGames, PlatformToken, OnLoginSuccessDelegate, OnLoginErrorDelegate);
UE_LOG(LogTemp, Warning, TEXT("Request LoginWithOtherPlatform"));
OnActionInfoUpdated.Broadcast(TEXT("Request LoginWithOtherPlatform"));
}//this method will hitting the AccelByte endpoint and will return value after success
});
OnlineIdentity->AddOnLoginCompleteDelegate_Handle(LocalPlayer->GetControllerId(), NativeLoginComplete);
const bool bWaitForDelegate = OnlineIdentity->Login(LocalPlayer->GetControllerId(), Credentials);
if (!bWaitForDelegate)
{
FString Message = TEXT("The online subsystem couldn't login");
UE_LOG(LogTemp, Warning, TEXT("%s"), *Message);
}

FString Message = TEXT("Sending login request to native subsystem!");
UE_LOG(LogTemp, Warning, TEXT("%s"), *Message);
注記

platform_token for Epic Games Authentication is Access Token/Auth Code

After adding this code to your project, compile, build, and run your project. That's it.

Sample code testing

The image below shows a successful login using an Epic account to our test app.

Epic login with sample code