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Install and setup SDK - Initial setup - (Unreal Engine module)

Last updated on March 12, 2025

Introduction

Integrating AccelByte Multiplayer Servers (AMS) requires the use of AccelByte Gaming Services (AGS) Game Software Development Kit (SDK). The SDK also includes all other functionality that AGS offers, but for this tutorial, we will be focusing only on integrating AMS into game server. Which also means we will set up the game so that only the server build includes this SDK.

The AccelByte Game SDK is stored in this repository:

Project setup

There are a few setup processes you need to complete before your Byte Wars Unreal project is ready for AGS implementation. If you are following this as tutorial for Byte Wars, we recommend changing branch and skip to the next page. But if you want a guide on how to set up the SDK for your game, go to Clone the AGS SDK.

Optional: Skip setup with tutorialmodules-ams branch

We have provide you a branch with all the setup done. If you are following this as tutorial for Byte Wars, switch your cloned Byte Wars repository to tutorialmodules-ams branch with the command below, and skip directly to Clone sample matchmaking backend service.

git switch -f tutorialmodules-ams

If you want to know how to set up the AGS SDKs on your own project, continue to the next subsection.

Clone the AGS Unreal Game SDK

  1. Go back to the Byte Wars project folder and add the AGS Unreal SDK submodule using the following command:

    git submodule add git@github.com:AccelByte/accelbyte-unreal-sdk-plugin.git Plugins/AccelByte/AccelByteUe4Sdk
  2. Check out the AGS Unreal Game SDK submodule using the following commands:

    cd Plugins/AccelByte/AccelByteUe4Sdk

    git checkout 25.0.0

Verify plugins setup

To confirm that all the plugins are set up correctly as submodules, check that the %PROJECTPATH%/.gitmodules file contains the configuration for all the submodules, as in the example below.

[submodule "Plugins/AccelByte/AccelByteUe4Sdk"]
path = Plugins/AccelByte/AccelByteUe4Sdk
url = git@github.com:AccelByte/accelbyte-unreal-sdk-plugin.git

Configure the project to use the plugins

Now that the plugins are correctly cloned in Plugins/AccelByte, you need to tell the Byte Wars project to use the AGS Game SDK plugins.

  1. Add all the plugins to your AccelByteWars.uproject file:

    "Plugins": [
    ...
    {
    "Name": "AccelByteUe4Sdk",
    "Enabled": true
    },
    ]
  2. Add the plugins to your /Source/AccelByteWarsServer.Target.cs file:

    ExtraModuleNames.AddRange( 
    new string[]
    {
    "AccelByteWars",
    "AccelByteUe4Sdk"
    }
    );
    備考

    Note that we only adding the module to the Server target file. We only need the SDK on the game server.

  3. Register the plugins to PublicDependencyModuleNames in your /Source/AccelByteWars/AccelByteWars.Build.cs file

        PublicDependencyModuleNames.AddRange(new string[] 
    {
    //...
    });

    if (Target.Type == TargetType.Editor || Target.Type == TargetType.Server)
    {
    PublicDependencyModuleNames.Add("AccelByteUe4Sdk");
    }
    備考

    Note that we only adding the module if the current build target is a server or editor.

  4. Regenerate the Visual Studio project files and compile.

  5. Run the Unreal Editor and make sure the AGS Game SDK plugins are enabled for your project in the Unreal Editor by going to Edit > Plugins.