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import AppCreationSteps from './partials/getting-started.mdx' import ConsoleAccess from '../partials/callouts/console-access.mdx'; import SupportCallout from '../partials/callouts/support.mdx'; import DylibMacError from './partials/dylib-mac-error.mdx';
Home > Discord Social SDK > {sidebar_label}
This guide will walk you through integrating the Discord Social SDK into an Unreal Engine project. By the end, you'll have a project that can:
- Authenticate users with Discord
- Set up logging and status monitoring
- Start the SDK and establish a connection
- Request the number of Discord friends the player has
:::info
For the initial launch, the Unreal plugin has a name of DiscordPartnerSDK
but this name will be changing to DiscordSocialSDK
in a future version
:::
We are going to make a simple Unreal console application for this guide. Make sure you have the following prerequisites:
- Windows
- Visual Studio 2022
- Unreal Engine 5.5
Let's walk through the steps in detail.
- Click on the
Downloads
link under the Discord Social SDK section of the sidebar. - Select the latest version from the version dropdown and download the SDK for Unreal Engine.
:::info A Unreal Engine sample project is available for download on this page, but we are not going to cover it in this guide. Explore it on your own after you finish this guide! :::
Select Third Person Unreal project (C++ language). We'll set the project name to DiscordSocialUnreal
.
:::info
The code samples below assume the project name is DiscordSocialUnreal
. If you use a different name, make sure to replace it in the code.
:::
Wait for the shaders to compile. This can take a while.
Locate your Unreal project in the Windows file explorer.
Create a new directory named Plugins
in the base of your project directory (DiscordSocialUnreal/Plugins
).
Extract the Discord SDK archive in the Plugins directory. You should end up with a directory called DiscordPartnerSDK
inside of Plugins DiscordSocialUnreal/Plugins/DiscordPartnerSDK
.
:::info
Double check the name of the DiscordPartnerSDK
folder once you've extracted it. It may change between versions and you'll need to add the correct name in the code below.
:::
Reload Unreal Editor and open the project. It should ask if you'd like to recompile the DiscordPartnerSDK
plugin on launch.
Open Visual Studio from the Tools -> Open Visual Studio
menu in Unreal Editor.
Open your DiscordSocialUnreal.Build.cs
file located at /Source/DiscordSocialUnreal/
and add the following line after PublicDependencyModuleNames
array:
PrivateDependencyModuleNames.AddRange(new string[] { "DiscordPartnerSDK" });
Back in Unreal Editor, refresh the Visual Studio Project from the Tools -> Refresh Visual Studio Project
menu.
In the Unreal Editor, compile the code with Ctrl-Alt-F11
. You should see a "Live coding succeeded" modal window if the compilation is successful.
In this section, we'll add callbacks for logging and status of the SDK and OAuth2 authentication to support account linking with Discord. This process will:
- Open the Discord app or a browser window for Discord login
- Get an authorization code
- Exchange it for an access token
- Connect to Discord
Open DiscordSocialUnrealCharacter.h
in Visual Studio, where we start integrating the Social SDK!
To use the Social SDK with Unreal Engine, we will need to include the DiscordLocalPlayerSubsystem
which is responsible for managing the lifecycle of the client and executing the [RunCallbacks
] event loop.
Add the following code to DiscordSocialUnrealCharacter.h
:
#include "DiscordLocalPlayerSubsystem.h"
Now let's add the following functions to the public section of the DiscordSocialUnrealCharacter class:
UFUNCTION(Exec)
void DiscordConnect();
UFUNCTION()
void OnStatusChanged(EDiscordClientStatus Status, EDiscordClientError Error, int32 ErrorDetail);
UPROPERTY()
UDiscordAuthorizationCodeVerifier* CodeVerifier;
UPROPERTY()
UDiscordLocalPlayerSubsystem* Discord;
And add the following functions to the protected section of the DiscordSocialUnrealCharacter class:
void BeginPlay();
void OnLogMessage(FString Message, EDiscordLoggingSeverity Severity);
void OnAuthorizeCompleted(UDiscordClientResult* Result, FString Code, FString RedirectUri);
void OnTokenExchange(UDiscordClientResult* Result, FString AccessToken, FString RefreshToken, EDiscordAuthorizationTokenType TokenType, int32 ExpiresIn, FString Scope);
void OnTokenUpdated(UDiscordClientResult* Result);
Now let's add the implementation of these functions to the DiscordSocialUnrealCharacter.cpp
file.
In the DiscordSocialUnrealCharacter.cpp
file, add the following code:
#define APPLICATION_ID 1111111111111111111
void ADiscordSocialUnrealCharacter::BeginPlay() {
auto PlayerController = Cast<APlayerController>(GetController());
auto LocalPlayer = PlayerController->GetLocalPlayer();
Discord = ULocalPlayer::GetSubsystem<UDiscordLocalPlayerSubsystem>(LocalPlayer);
auto LogCallback = FDiscordClientLogCallback::CreateUObject(this, &ADiscordSocialUnrealCharacter::OnLogMessage);
FScriptDelegate StatusChanged;
StatusChanged.BindUFunction(this, "OnStatusChanged");
Discord->Client->AddLogCallback(LogCallback, EDiscordLoggingSeverity::Info);
Discord->OnStatusChanged.Add(StatusChanged);
}
void ADiscordSocialUnrealCharacter::DiscordConnect() {
CodeVerifier = Discord->Client->CreateAuthorizationCodeVerifier();
auto AuthArgs = NewObject<UDiscordAuthorizationArgs>();
AuthArgs->Init();
AuthArgs->SetClientId(APPLICATION_ID);
AuthArgs->SetScopes(UDiscordClient::GetDefaultPresenceScopes());
AuthArgs->SetCodeChallenge(CodeVerifier->Challenge());
Discord->Client->Authorize(AuthArgs, FDiscordClientAuthorizationCallback::CreateUObject(this, &ADiscordSocialUnrealCharacter::OnAuthorizeCompleted));
}
void ADiscordSocialUnrealCharacter::OnLogMessage(FString Message, EDiscordLoggingSeverity Severity) {
UE_LOG(LogTemplateCharacter, Log, TEXT("[%s] %s"), *UEnum::GetValueAsString(Severity), *Message);
}
void ADiscordSocialUnrealCharacter::OnStatusChanged(EDiscordClientStatus Status, EDiscordClientError Error, int32 ErrorDetail) {
UE_LOG(LogTemplateCharacter, Log, TEXT("Connection status: %s"), *UEnum::GetValueAsString(Status));
if (Status == EDiscordClientStatus::Ready) {
UE_LOG(LogTemplateCharacter, Log, TEXT("Connected to Discord! Ready to go! You can now start using Discord features."));
}
else if (Error != EDiscordClientError::None) {
UE_LOG(LogTemplateCharacter, Log, TEXT("Connection error: %s (Detail: %d)"), *UEnum::GetValueAsString(Error), ErrorDetail);
}
}
void ADiscordSocialUnrealCharacter::OnAuthorizeCompleted(UDiscordClientResult* Result, FString Code, FString RedirectUri) {
if (!Result->Successful()) {
UE_LOG( LogTemplateCharacter, Error, TEXT("Discord authorization failed: %s"), *Result->Error());
return;
}
UE_LOG(LogTemplateCharacter, Log, TEXT("Authorization successful! Getting access token..."));
Discord->Client->GetToken(APPLICATION_ID, Code, CodeVerifier->Verifier(), RedirectUri, FDiscordClientTokenExchangeCallback::CreateUObject(this, &ADiscordSocialUnrealCharacter::OnTokenExchange));
}
void ADiscordSocialUnrealCharacter::OnTokenExchange(UDiscordClientResult* Result, FString AccessToken, FString RefreshToken, EDiscordAuthorizationTokenType TokenType, int32 ExpiresIn, FString Scope) {
if (!Result->Successful()) {
UE_LOG(LogTemplateCharacter, Error, TEXT("Discord token exchange failed: %s"), *Result->Error());
}
Discord->Client->UpdateToken(TokenType, AccessToken, FDiscordClientUpdateTokenCallback::CreateUObject(this, &ADiscordSocialUnrealCharacter::OnTokenUpdated));
}
void ADiscordSocialUnrealCharacter::OnTokenUpdated(UDiscordClientResult* Result) {
Discord->Client->Connect();
}
- We create a code verifier for OAuth2 PKCE security
- Set up authorization arguments with your app ID and required scopes
- Start the auth flow with [
Client::Authorize
], which opens a browser - When authorized, we exchange the code for an access token
- [
Client::UpdateToken
] tells the SDK to use our access token for Discord API calls - Once the token is updated, we call [
Client::Connect
], and the SDK will begin connecting asynchronously
Save your changes in Visual Studio and return to Unreal Editor.
Compile the code in Unreal Editor with Ctrl-Alt-F11
Enter play mode and find the console at the bottom of Unreal Editor. Run DiscordConnect
as a command to start the account linking process.
DiscordConnect
If Discord is open on your computer, you should see a prompt to authorize the connection. Click "Authorize" to continue.
If the connection is successful, you should see a message in the Unreal Editor console that says, "Connected to Discord! Ready to go! You can now start using Discord features."
:::info
Most Discord features won't work until the status is Ready
. The status callback lets you know when you can start using them.
:::
- Double check your
APPLICATION_ID
is correct - Ensure you've added the redirect URL in your Discord Developer Portal
- Check the output log for specific error messages
- Check that your access token is valid
- Ensure you have internet connectivity
Now that your client is in a ready state, we can start implementing Discord social features.
Let's access the user's Discord relationships (friends list) and display the count. This will help you understand how to access and use Discord data in your game.
Add this code to the Ready
section of OnStatusChanged
:
if (Status == EDiscordClientStatus::Ready) {
UE_LOG(LogTemplateCharacter, Log, TEXT("Connected to Discord! Ready to go! You can now start using Discord features."));
UE_LOG(LogTemplateCharacter, Log, TEXT("π₯ Friends Count: %d"), Discord->Client->GetRelationships().Num());
}
Now, when the client status is Ready,
we'll call [Client::GetRelationships
], returning us a list of all the player's friends. We then log the number of friends directly to the output log.
Save your changes in Visual Studio and return to Unreal Editor.
Compile the code in Unreal Editor with Ctrl-Alt-F11
Enter play mode, and find the console at the bottom of Unreal Editor, run DiscordConnect
.
π₯ Friends Count: 42
- Verify your OAuth2 scopes include relationships access
- Ensure you're connected (status is
Ready
) - Check that you have friends on Discord
- Look for errors in the output log
Next, we'll learn how to show your game's activity on Discord with Rich Presence!
Let's show your game's activity on Discord using Rich Presence. This feature lets players see what others are doing in your game directly in their Discord friends list.
Add this code to the Ready
section of OnStatusChanged
:
if (Status == EDiscordClientStatus::Ready) {
UE_LOG(LogTemplateCharacter, Log, TEXT("Connected to Discord! Ready to go! You can now start using Discord features."));
UE_LOG(LogTemplateCharacter, Log, TEXT("π₯ Friends Count: %d"), Discord->Client->GetRelationships().Num());
UE_LOG(LogTemplateCharacter, Log, TEXT("Connected to Discord! Ready to go! You can now start using Discord features."));
UDiscordActivity* Activity = NewObject<UDiscordActivity>();
Activity->Init();
Activity->SetType(EDiscordActivityTypes::Playing);
Activity->SetState("In competitive match");
Activity->SetDetails("Rank: Diamond II");
Discord->Client->UpdateRichPresence(Activity, FDiscordClientUpdateRichPresenceCallback::CreateUObject(this, &ADiscordSocialUnrealCharacter::OnRichPresenceUpdated));
}
Then add this new method:
void ADiscordSocialUnrealCharacter::OnRichPresenceUpdated(UDiscordClientResult* Result) {
if (Result->Successful()) {
UE_LOG(LogTemplateCharacter, Log, TEXT("Rich Presence updated successfully!"));
} else {
UE_LOG(LogTemplateCharacter, Error, TEXT("Rich Presence update failed"));
}
}
- Creates an [
Activity
] object to represent what the player is doing - Sets basic information like:
- The activity type (Playing)
- Current state ("In Competitive Match")
- Additional details ("Rank: Diamond II")
- Updates your rich presence on Discord
Save your changes in Visual Studio and return to Unreal Editor.
Compile the code in Unreal Editor with Ctrl-Alt-F11
Enter play mode and find the console at the bottom of Unreal Editor. Run DiscordConnect.
Once the OAuth flow is complete, the output log will tell you if setting rich presence was successful, and you can check your Discord profile to see it!
If you don't see your presence:
- Ensure you're connected (status is
Ready
) - Check the output log for error messages
- Verify your activity settings are valid
- Make sure you're not invisible on Discord
```cs // Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class DiscordSocialUnreal : ModuleRules { public DiscordSocialUnreal(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
PrivateDependencyModuleNames.AddRange(new string[] { "DiscordPartnerSDK" });
}
}
</Collapsible>
<Collapsible title="The full DiscordSocialUnrealCharacter.cpp" icon="code">
```cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "DiscordSocialUnrealCharacter.h"
#include "Engine/LocalPlayer.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "GameFramework/Controller.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "InputActionValue.h"
DEFINE_LOG_CATEGORY(LogTemplateCharacter);
#define APPLICATION_ID 1111111111111111111
void ADiscordSocialUnrealCharacter::BeginPlay() {
auto PlayerController = Cast<APlayerController>(GetController());
auto LocalPlayer = PlayerController->GetLocalPlayer();
Discord = ULocalPlayer::GetSubsystem<UDiscordLocalPlayerSubsystem>(LocalPlayer);
auto LogCallback = FDiscordClientLogCallback::CreateUObject(this, &ADiscordSocialUnrealCharacter::OnLogMessage);
FScriptDelegate StatusChanged;
StatusChanged.BindUFunction(this, "OnStatusChanged");
Discord->Client->AddLogCallback(LogCallback, EDiscordLoggingSeverity::Info);
Discord->OnStatusChanged.Add(StatusChanged);
}
void ADiscordSocialUnrealCharacter::DiscordConnect() {
CodeVerifier = Discord->Client->CreateAuthorizationCodeVerifier();
auto AuthArgs = NewObject<UDiscordAuthorizationArgs>();
AuthArgs->Init();
AuthArgs->SetClientId(APPLICATION_ID);
AuthArgs->SetScopes(UDiscordClient::GetDefaultScopes());
AuthArgs->SetCodeChallenge(CodeVerifier->Challenge());
Discord->Client->Authorize(AuthArgs, FDiscordClientAuthorizationCallback::CreateUObject(this, &ADiscordSocialUnrealCharacter::OnAuthorizeCompleted));
}
void ADiscordSocialUnrealCharacter::OnLogMessage(FString Message, EDiscordLoggingSeverity Severity) {
UE_LOG(LogTemplateCharacter, Log, TEXT("[%s] %s"), *UEnum::GetValueAsString(Severity), *Message);
}
void ADiscordSocialUnrealCharacter::OnStatusChanged(EDiscordClientStatus Status, EDiscordClientError Error, int32 ErrorDetail) {
UE_LOG(LogTemplateCharacter, Log, TEXT("Connection status: %s"), *UEnum::GetValueAsString(Status));
if (Status == EDiscordClientStatus::Ready) {
UE_LOG(LogTemplateCharacter, Log, TEXT("Connected to Discord! Ready to go! You can now start using Discord features."));
UE_LOG(LogTemplateCharacter, Log, TEXT("Number of Relationships: %d"), Discord->Client->GetRelationships().Num());
UDiscordActivity activity;
activity.SetDetails("In competitive");
activity.SetState("Diamond II");
}
else if (Error != EDiscordClientError::None) {
UE_LOG(LogTemplateCharacter, Log, TEXT("Connection error: %s (Detail: %d)"), *UEnum::GetValueAsString(Error), ErrorDetail);
}
}
void ADiscordSocialUnrealCharacter::OnAuthorizeCompleted(UDiscordClientResult* Result, FString Code, FString RedirectUri) {
if (!Result->Successful()) {
UE_LOG(LogTemplateCharacter, Error, TEXT("Discord authorization failed: %s"), *Result->Error());
return;
}
UE_LOG(LogTemplateCharacter, Log, TEXT("Authorization successful! Getting access token..."));
Discord->Client->GetToken(APPLICATION_ID, Code, CodeVerifier->Verifier(), RedirectUri, FDiscordClientTokenExchangeCallback::CreateUObject(this, &ADiscordSocialUnrealCharacter::OnTokenExchange));
}
void ADiscordSocialUnrealCharacter::OnTokenExchange(UDiscordClientResult* Result, FString AccessToken, FString RefreshToken, EDiscordAuthorizationTokenType TokenType, int32 ExpiresIn, FString Scope) {
if (!Result->Successful()) {
UE_LOG(LogTemplateCharacter, Error, TEXT("Discord token exchange failed: %s"), *Result->Error());
}
Discord->Client->UpdateToken(TokenType, AccessToken, FDiscordClientUpdateTokenCallback::CreateUObject(this, &ADiscordSocialUnrealCharacter::OnTokenUpdated));
}
void ADiscordSocialUnrealCharacter::OnTokenUpdated(UDiscordClientResult* Result) {
Discord->Client->Connect();
}
//////////////////////////////////////////////////////////////////////////
// ADiscordSocialUnrealCharacter
ADiscordSocialUnrealCharacter::ADiscordSocialUnrealCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate
// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
// instead of recompiling to adjust them
GetCharacterMovement()->JumpZVelocity = 700.f;
GetCharacterMovement()->AirControl = 0.35f;
GetCharacterMovement()->MaxWalkSpeed = 500.f;
GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f;
// Create a camera boom (pulls in towards the player if there is a collision)
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character
CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller
// Create a follow camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm
// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
}
//////////////////////////////////////////////////////////////////////////
// Input
void ADiscordSocialUnrealCharacter::NotifyControllerChanged()
{
Super::NotifyControllerChanged();
// Add Input Mapping Context
if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
{
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
{
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
}
}
void ADiscordSocialUnrealCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent)) {
// Jumping
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
// Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ADiscordSocialUnrealCharacter::Move);
// Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ADiscordSocialUnrealCharacter::Look);
}
else
{
UE_LOG(LogTemplateCharacter, Error, TEXT("'%s' Failed to find an Enhanced Input component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this));
}
}
void ADiscordSocialUnrealCharacter::Move(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D MovementVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
// get right vector
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement
AddMovementInput(ForwardDirection, MovementVector.Y);
AddMovementInput(RightDirection, MovementVector.X);
}
}
void ADiscordSocialUnrealCharacter::Look(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D LookAxisVector = Value.Get<FVector2D>();
if (Controller != nullptr)
{
// add yaw and pitch input to controller
AddControllerYawInput(LookAxisVector.X);
AddControllerPitchInput(LookAxisVector.Y);
}
}
#pragma once
#include "CoreMinimal.h" #include "DiscordLocalPlayerSubsystem.h" #include "GameFramework/Character.h" #include "Logging/LogMacros.h" #include "DiscordSocialUnrealCharacter.generated.h"
class USpringArmComponent; class UCameraComponent; class UInputMappingContext; class UInputAction; struct FInputActionValue;
DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
UCLASS(config=Game) class ADiscordSocialUnrealCharacter : public ACharacter { GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
UCameraComponent* FollowCamera;
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputMappingContext* DefaultMappingContext;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* JumpAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* MoveAction;
/** Look Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* LookAction;
public: ADiscordSocialUnrealCharacter();
UFUNCTION(Exec)
void DiscordConnect();
UFUNCTION()
void OnStatusChanged(EDiscordClientStatus Status, EDiscordClientError Error, int32 ErrorDetail);
UPROPERTY()
UDiscordAuthorizationCodeVerifier* CodeVerifier;
UPROPERTY()
UDiscordLocalPlayerSubsystem* Discord;
protected:
/** Called for movement input */
void Move(const FInputActionValue& Value);
/** Called for looking input */
void Look(const FInputActionValue& Value);
void BeginPlay();
void OnLogMessage(FString Message, EDiscordLoggingSeverity Severity);
void OnAuthorizeCompleted(UDiscordClientResult* Result, FString Code, FString RedirectUri);
void OnRichPresenceUpdated(UDiscordClientResult* Result);
void OnTokenExchange(UDiscordClientResult* Result, FString AccessToken, FString RefreshToken, EDiscordAuthorizationTokenType TokenType, int32 ExpiresIn, FString Scope);
void OnTokenUpdated(UDiscordClientResult* Result);
protected:
virtual void NotifyControllerChanged() override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
public: /** Returns CameraBoom subobject / FORCEINLINE class USpringArmComponent GetCameraBoom() const { return CameraBoom; } /* Returns FollowCamera subobject */ FORCEINLINE class UCameraComponent GetFollowCamera() const { return FollowCamera; } };
</Collapsible>
---
## Conclusion
Congratulations! You've successfully integrated the Discord Social SDK into your C++ application. Let's review what you've accomplished:
### What You've Built
- β
Created a Discord application and configured OAuth2
- β
Set up SDK logging and status monitoring
- β
Implemented user authentication flow
- β
Retrieved Discord relationships data
- β
Added Rich Presence support
### Key Concepts Learned
- How to initialize and configure the Discord SDK
- Managing authentication and connections
- Working with Discord's social features
- Handling asynchronous callbacks
- Monitoring SDK status and events
---
## Next Steps
You have successfully set up the Discord Social SDK with Unreal Engine and authenticated with Discord! You can now use the SDK to add more social features in your project.
<Container>
<Card title="Creating a Unified Friends List" link="/docs/discord-social-sdk/development-guides/creating-a-unified-friends-list" icon="ListViewIcon">
Create a unified friends list combining Discord and game-specific friendships
</Card>
<Card title="Setting Rich Presence" link="/docs/discord-social-sdk/development-guides/setting-rich-presence" icon="UserStatusIcon">
Customize your game's rich presence to show more advanced information and game invites
</Card>
<Card title="Managing Game Invites" link="/docs/discord-social-sdk/development-guides/managing-game-invites" icon="InboxIcon">
Allow players to invite friends to join their game session or party.
</Card>
</Container>
<SupportCallout />
---
## Change Log
| Date | Changes |
|----------------|-----------------|
| March 17, 2025 | initial release |
{/* Autogenerated Reference Links */}
[`Activity`]: https://discord.com/developers/docs/social-sdk/classdiscordpp_1_1Activity.html#ae793d9adbe16fef402b859ba02bee682
[`Client::Authorize`]: https://discord.com/developers/docs/social-sdk/classdiscordpp_1_1Client.html#ace94a58e27545a933d79db32b387a468
[`Client::Connect`]: https://discord.com/developers/docs/social-sdk/classdiscordpp_1_1Client.html#a873a844c7c4c72e9e693419bb3e290aa
[`Client::GetRelationships`]: https://discord.com/developers/docs/social-sdk/classdiscordpp_1_1Client.html#ad481849835cd570f0e03adafcf90125d
[`Client::UpdateToken`]: https://discord.com/developers/docs/social-sdk/classdiscordpp_1_1Client.html#a606b32cef7796f7fb91c2497bc31afc4
[`RunCallbacks`]: https://discord.com/developers/docs/social-sdk/namespacediscordpp.html#ab5dd8cf274f581ee1885de5816be3c29