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Question by Lukas · Apr 13, 2020 at 02:36 PM · Authenticationunreal

Unreal Authentication Context

Hey guys,

We Are working on an Unreal Game at the Moment and my Authentication Flow looks like this.

Custom c# launcher logs into Account

->

Launcher Passes entity Token and Session Token to game via command line args when Matched to a Server.

My Problem right now is that i cannot seem to Set These in unreal. So on every call i get an error because the authentication header is empty.

My understanding is that Authentication context gets set when logging in via the Playfab Unreal plugin. When not logging in there, there is the option to use a custom Authentication Context. But nowhere in Documentation i can find an answer to how this needs to formatted.

Any examples on that? Or a workround to somehow set the context?

Greetings

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Answer by Lukas · Apr 11, 2020 at 09:52 AM

So i have seem to get it working.

I included a new function in PlayfabUtilities and call these with my parsed commandline arguments.

.h
UFUNCTION(BlueprintCallable, Category = "PlayFab | Settings") static void SetSessionTicketandEntityToken(FString Ticket, FString Token); .cpp void UPlayFabUtilities::SetSessionTicketandEntityToken(FString Ticket, FString Token) { IPlayFab* pfSettings = &(IPlayFab::Get()); IPlayFab::Get().setSessionTicket(Ticket); IPlayFab::Get().setEntityToken(Token); }
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avatar image Lukas · Apr 11, 2020 at 09:54 AM 0
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void UPlayFabUtilities::SetSessionTicketandEntityToken(FString Ticket, FString Token)
{
	IPlayFab::Get().setSessionTicket(Ticket);
	IPlayFab::Get().setEntityToken(Token);
}
avatar image Sarah Zhang ♦ Lukas · Apr 14, 2020 at 02:54 AM 0
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Thanks for your sharing.

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