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Example Project

The Crowd Control Unreal Engine Example Project

First, download the appropriate Crowd Control Unreal Plugin Example for your project. It can be found at: https://github.com/WarpWorld/CrowdControl-Unreal/tree/5.4-ExampleProject. This is a full example project used for this tutorial, you can also download only the plugin at: https://github.com/WarpWorld/CrowdControl-Unreal/tree/master for UE5. There is also a UE4.27 branch.

Ensure you have a supported UE version installed.

Extract the files and right click on CrowdControl.uproject and click "Switch Unreal Engine Version". Select the version of the engine you would like to build the project in. Alt

After the project is generated. Double click the CrowdControl.uproject to open the project. It may ask to rebuild the project press yes.

If you choose to not use the example project and want to use the plugin in your own project, add the "UnrealCrowdControl" folder to your project plugins folder. Ensure you enable it from the Edit/Plugins window.

After the project launches, open the ThirdPersonMap. This map is preset with the Crowd Control Example Game Mode "GM_CrowdControlExampleGamemode"

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Setting Up Custom Game Mode

If you're using the example project you can skip this section. If you are adding Crowd Control to your own project, you can either test out the Crowd Control Example Game Mode or BP_CrowdControlExampleCharacter to see how event triggers are bound from the Crowd Control Subsystem and the login screen is added in game mode OnPostLogin.

Game Mode Post Login (Refer to login page): Alt

Character Bind to Event (Refer to event registration page): Alt

Setting Up Your Game ID

Open your DefaultGame.ini and add the section "[/Script/UnrealCrowdControl.CrowdControlDeveloperSettings]" if it's not there. These settings can also be edited in the editor under Project Settings → CrowdControlSettings.

ini
[/Script/UnrealCrowdControl.CrowdControlDeveloperSettings]
GamePackID=UnrealDemo
GameName=Unreal Demo
ApplicationID=your-app-id
PublicClientKey=your-public-client-key
bStartSessionAutomatically=True

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Game Pack ID

The ID for your game is labeled as "UnrealDemo" which is the default used for testing. After you submit an application for your game, you'll be assigned a specific Game ID. For now, let's retain the default "UnrealDemo".

Game Name

The name of the game that will be displayed to viewers in the stream's Crowd Control Menu.

Application ID

The Application ID issued by Crowd Control when you register your application. When set, connecting uses the application auth-code flow: the plugin fires OnAuthCodeReceived with a short code and URL for the user to authorize the game (see the Connection & Login page). When left empty, the plugin falls back to the legacy Twitch/YouTube/Discord platform login.

Public Client Key

The Public Client Key (also called the app secret) issued together with your Application ID. It is required to exchange the auth code for a login token, so set it whenever you set an Application ID. Despite the "secret" name it is safe to ship in a client build - that's why it's called the public client key.

Start Session Automatically

When enabled (the default), a Crowd Control game session starts as soon as authentication and subscription complete. Disable it to control the session yourself with StartGameSession and StopGameSession on the subsystem.

Debug Output

In your project's DefaultEngine.ini you can set the level of debug logging for the plugin. Under "[Core.Log]", you can set "LogCrowdControl="

  • VeryVerbose
  • Verbose
  • Log
  • Display
  • Warning
  • Error
  • Fatal