Getting Started¶
Before you can start using Beamable in your project, sign-up in our portal.
Cloning and Installing Dependencies¶
Start by getting our repo, then installing .NET and Docker Dekstop.
- Clone UnrealSDK repo (make sure you have
git-lfs
installed). - Check out the a tagged release version (in the form
X.X.X
).- Most
git
clients will allow you to checkout a specific tagged commit via their UI. - At Beamable, we're partial to Fork.
- Most
- Run the
prepare_repo.sh
script.- On Windows, use the GitBash that your
git
install contains.
- On Windows, use the GitBash that your
- Generating Project Files.
- On Windows, you can right-click the
.uproject
file and selectGenerate Visual Studio project files
.
- On Windows, you can right-click the
- Optional - Verify things are working by compiling the editor of our SDK project.
Next up, install our dependencies.
Once you have our repo and dependencies set up in your machine, follow along one of the next section to set up the SDK in your project.
Set up the Beamable SDK - Fast Path¶
Setting up the SDK in your project is done by manually copying over a set of files from our Unreal SDK repo to your project.
Unreal Project Requirements
Beamable requires your Unreal project to be a C++ project. That being said, we do provide an entire suite of Blueprint nodes that can be used to achieve most of the same functionality.
Please, follow along these instructions:
- Copy the
beam_init_game_maker.sh
script into the root of your Unreal Project. - From a terminal running in your project directory, run the copied script passing in the path to the UnrealSDK in your machine.
. beam_init_game_maker.sh "E:/Path/To/UnrealSDK"
. beam_init_game_maker.sh "E:/Path/To/UnrealSDK" true
, if you're planning to use theOnlineSubsystemBeamable
.
- For each of your
Target.cs
files, add the following lines to their constructor:MyProject.Target.cs => Beam.ConfigureGame(this, Beam.OssConfig.Disabled())
.MyProjectEditor.Target.cs => Beam.ConfigureEditor(this, Beam.OssConfig.Disabled())
.MyProjectServer.Target.cs => Beam.ConfigureServer(this, Beam.OssConfig.Disabled())
, if you have dedicated server builds.
- In each of the Modules you want to use Beamable's SDK, add this to their
Build.cs
files:RuntimeModule.Build.cs => Beam.AddRuntimeModuleDependencies(this);
EditorModule.Build.cs => Beam.AddEditorModuleDependencies(this);
UncookedOnlyModule.Build.cs => Beam.AddUncookedOnlyModuleDependencies(this);
- Pay attention to the type of module you're adding the SDK to and call the proper function. (You can see the module type in your
uproject
file)
- Some OS-specific things:
- On MacOS, you'll have to manually regenerate project files.
- On Windows, this was done by
beam_init_game_maker.sh
script.
- Verify that your project is set up correctly:
- Check there is a
.beamable
folder in your project root directory. - Check there is a
.config/dotnet-tools.json
file in your project directory. - Run
dotnet beam --version
from inside your project root directory and see that it outputs a validX.Y.Z
string.
- Check there is a
- Open Rider/VS and compile your editor.
Making your First Request¶
Once your Editor opens, you'll see the Beamable Logo in your upper-right bar, next to the Settings dropdown. This button opens the Beamable window.
In this window, you can login to the account you just created in the Beamable portal. When you do, you should see the window below:
Here's some a quick tour of Beamable terminology:
Realm
is an isolated data environment (think of it as a branch, but for your backend).- By default, you have one of these these for your
dev
,staging
andprod
environments. - The
ApplyToBuild
button sets the realm information in theConfig/DefaultEngine.ini
file of your project. Whatever realm is configured in this file, is the realm your build will be pointed towards. Dedicated Server Builds don't need to care about their baked inTargetRealm
. They fetch their target realm from Environment Variables.
- By default, you have one of these these for your
Content
opens up the Content Window.- Content is Beamable's solution for defining game-specific read-only data.
Microservices
opens the Microservice Window.- Microservices are Beamable's approach to Cloud-Code.
Reset PIE Users
(Play-In-Editor) removes your PIE users locally cached data.- By default, when you sign into a Beamable account in PIE (in your game code), Beamable will use the same user until you delete the files
Saved/Beamable/UserSlots/PIE_XXXXX.json
. - This button does that for you. After you click it, the next time you enter PIE, a brand new Beamable player account will be created in your current realm.
- By default, when you sign into a Beamable account in PIE (in your game code), Beamable will use the same user until you delete the files
Home
opens Beamable's Portal in your default web-browser.- You'll be logged in with your editor user and pointed at your current realm.
- The other buttons are short-cuts to pages you usually need during day-to-day workflows.
Now that you are familiar with the Beamable Window, you are ready to make your first Beamable request (we'll do it via Blueprint, but you can do the exact same flow in C++ by making these calls in your Project's GameMode
class's BeginPlay
function).
To get started, open your Level Blueprint and add the following pattern:
The BeamRuntime
is an GameInstanceSubsystem
that is responsible for controlling the SDK's lifecycle and, in clients, player authentication.
Runtime Concepts Guide
The Runtime Concepts Guide explains how the Beamable Runtime works. Please read it after you are done with this guide as the default Beamable configuration might not be the best fit for your type of game and it'll give you examples of common setups.
Calling this function will initialize the SDK and, after that is successful, will automatically log into Beamable as a Guest Account. There are 3 exposed callbacks here:
On Started Error
: This callback will be invoked if any problems occurred during the SDK's initialization process. If this is called, neither of the other two are called.On User Ready
: This callback will be invoked after the user is logged in and 100% ready for use; after this callback is invoked, you can make authenticated requests to Beamable.On User Ready Failed
: This callback will be invoked if the SDK initialized but the Login fails. You can retry by invoking any of theLogin
functions inBeam Runtime
.
Now that you have this event hooked up, you can add your first Beam Flow Node and make your first request. Beam Flow Nodes are custom nodes that wrap around the following flow:
- Creating a new Request
UObject
. - Getting a
UBeam___Api
engine subsystem.- This is a stateless system that exposes an auto-generated API to talk to various services.
- This is not the recommended way you'll use Beamable. Its just the simplest way for you to get started.
- A set of Custom Event nodes (for success, error and completion) of the request being made to Beamable.
- Because of this, Unreal does not allow the use of these nodes (or any node that expands to Event nodes) outside of EventGraphs or Macros used in EventGraphs.
With the SDKs default configuration and the above setup, you can enter PIE (Play-In-Editor). You should see several requests's responses being written to your Output Log window. After you see the final GetMe
request, you can exit PIE knowing you've made your very first request to Beamable.
Additional Information¶
Before we complete this guide, there's one final thing that is important to know. You can, and should, use verbose logging log "Category" Verbose
when you encounter an issue stemming from our SDK (Log Categories can be found in BeambleCore/BeamLogging.h
file).
This verbose logging will print out everything about the request being made. Its meant to aid us in diagnosing issues that you may encounter when using the SDK AND not for production use. To turn it off in the same editor session, just run log LogBeamBackend Display
in the editor console.
When reporting an issue, try to reproduce the issue with the logs of the relevant systems set to Verbose and attach them to the issue.
Next Steps¶
Now that you've made your first Beamable Request, before you go onto make your game, take a look at the Runtime Concepts page so you can understand more about how the SDK is structured and identify the best path to using it in your game.
If you'd like to see a more complicated example running on Beamable, take a look at our Samples.