Gameplay Framework Utilities¶
To streamline the integration between the Beamable SDK and the Unreal Engine Gameplay Framework, we've provided a set of utilities and helper functions. These tools are designed to simplify and accelerate your workflow when combining both systems.
Beamable introduces the concept of User Slots, which are used to manage named local players. On the Unreal side, local players refer to users who are directly connected to the game instance, while remote players are those connected via the network.
To help bridge the gap between these two models, Beamable automatically handles the mapping of local and remote players on the client side. However, if your game includes a dedicated server, some additional setup may be required to ensure this mapping works correctly on the server as well.
Blueprint Utilities¶
We provide Blueprint-accessible utilities that allow you to retrieve the User Slot or Gamer Tag from Unreal’s core gameplay classes such as PlayerController
and PlayerState
.
PlayerController Utility¶
Use this utility to access Beamable-specific player data directly from the PlayerController
.
PlayerState Utility¶
This utility enables you to access Beamable data from within the PlayerState
class.
Server-Side Integration¶
On the server side, you need to call BeamMultiplayer::Authentication::PreLoginAsync
during the PreLogin
phase in your custom GameMode
.
This step is required to correctly map Beamable users to Unreal's gameplay framework, ensuring that player identity and session data are synchronized between Beamable and the server.
💡 Note: This is only necessary if your game includes a dedicated server or uses server-authoritative logic.
Enable/Disable the Feature¶
If you would like to enable/disable the automatically link between the Game Framework and Beamable, you can go to Project Settings > Beamable Runtime > Enable Gameplay Framework Integration
.