Plugin Settings
Settings for the Unreal SDK.
Last updated
Settings for the Unreal SDK.
Last updated
The plugin settings can be found in the project setting when the plugin is enabled. You don't need to set anything up to get started, this is just a reference for what each of them does (you can also see by hovering over each one in engine).
Make sure that Overlay Login Type is set to Wallet Connect - unless you are building in the Futureverse ecosystem. In this case, you should set the Overlay Login Type to Futureverse.
Should the overlay UI show the user's balance?
The blockchain used in the overlay UI to show the user's balance.
This selection only sets the chain used by the overlay. It doesn't set the chains used by any other functions, like Read Method, Write Method, etc.
The preset Blockchain assets have node URLs provided by Crucible, and are therefore pretty much just for testing as they only have a limited amount of requests per day, which are shared by everyone using Emergence. You probably shouldn't be using it in shipping.
Should an ERC20 be used as the balance in the UI rather than the blockchain's currency? If you use this, you must supply the blockchain the ERC20 contact is on in the "Blockchain used in UI for balance" field.
The address of the ERC20. If you use this, you must supply the blockchain the ERC20 contact is on in the "Blockchain used in UI for balance" field.
Which cloud environment should be communicated with when the game is built as "Debug", "Development" or "Test". Default is "Staging".
Which cloud environment should be communicated with when the game is built as "Shipping". Default is "Production".
Which type of login should the overlay use. Default is "WalletConnect".
The avatar icon to display if a persona doesn't have an avatar associated to it. You may want to alter this if you don't want to use the default Unreal Editor mannequin to represent players without their own avatar, such as one that better contextually fits with your game.
Used to only show pre-defined collections in the inventory screen. They should be in the format "BLOCKCHAIN:0xaddress", such as "POLYGON:0x074534df6174759a5ae3ad81e3bcdfc0f940f6a6" (note the lower case on the address). Setting this to empty (0 elements) will turn off the whitelist.
The IPFS node to use when getting IPFS data via HTTP. Leaving it blank will use the default "http://ipfs.openmeta.xyz/ipfs/". The IPFS hash will be added to the end (for example, using the default: "http://ipfs.openmeta.xyz/ipfs/Qme7ss3ARVgxv6rXqVPiikMJ8u2NLgmgszg13pYrDKEoiu").
Which Futureverse cloud environment should be communicated with when the game is built as "Debug", "Development" or "Test". Default is "Staging".
Which Futureverse cloud environment should be communicated with when the game is built as "Shipping". Default is "Production".
This section only appears on Unreal engine versions after 5.1 (including 5.1)!
If true, libcurl will be allowed to "reuse connections". You probably want to leave this off unless it causes issues for your specific hardware, but it can speed up requests on some systems. If you toggle this, you may have to restart the editor for it to fully have an effect.