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.
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"
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):
Character Bind to Event (Refer to event registration page):
Setting Up Your Game ID
Open your DefaultGame.ini and add the section "[/Script/UnrealCrowdControl.CrowdControlDeveloperSettings]" if it's not there.
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.
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