プレイテスト - フレンドを管理する - (Unreal Engine モジュール)
Test unfriending
You will play-test using two game clients. The first game client will log in using a device ID and the other one will log in using Steam. Ensure you have Steam opened and logged in with an account that owns the Steam game with the App ID you used to configure the SDK. For more information about Steam logins, refer to Login with Steam.
Compile the project and open it in the Unreal Editor. Then, set up the multiplayer options as below. This will launch two game clients in Standalone Mode, which is required for Steam logins.
Play the game. On the first game client, log in with a device ID (referred to as Player A). On the second game client, log in with Steam (referred to as Player B). Ensure that the auto login feature is disabled. Refer to Login with Steam for more information.
Once the game clients are logged in, send a friend invitation from Player A to Player B. Let Player B accept the invitation, then, let Player A unfriend Player B. If successful, your project will look like the image below with the following log:
LogFriendsEssentials: Warning: Success to unfriend a friend.
Test blocking
You will play-test using two game clients. The first game client will log in using a device ID and the other one will log in using Steam. Ensure you have Steam opened and logged in with an account that owns the Steam game with the App ID you used to configure the SDK. For more information about Steam logins, refer to Login with Steam.
Compile the project and open it in the Unreal Editor. Then, set up the multiplayer options as below. This will launch two game clients in Standalone Mode, which is required for Steam logins.
Play the game. On the first game client, log in with a device ID (referred to as Player A). On the second game client, log in with Steam (referred to as Player B). Ensure that the auto login feature is disabled. Refer to Login with Steam for more information.
Once the game clients are logged in, send a friend request from Player A to Player B. Let Player B accept the invitation, then, let Player A block Player B. If successful, your project will look like the image below with the following log:
LogFriendsEssentials: Warning: Success to block a player.
Test to Unblock a Player
Using your two clients, Player A has blocked Player B. Test Player A unblocking Player B. If successful, your project will look like the image below with the following log:
LogFriendsEssentials: Warning: Success to unblock a player.
Congratulations! Your unblock player implementation is working properly.