How to configure OnlineSubsystem LoginFlow
I'm stuck with the new Online Subsystem implementation in 4.16.1 for facebook and google. Login is not working by default. I am getting as far as FOnlineExternalUIFacebook::ShowLoginUI which attempts to trigger a delegate:
TriggerOnLoginFlowUIRequiredDelegates(RequestedURL, OnRedirectURLDelegate, OnExternalLoginFlowCompleteDelegate, bShouldContinueLoginFlow);
But, there are no delegates bound, so nothing happens....
Digging in to the source, it looks like FLoginFlowManager::AddLoginFlow needs to be called somewhere, as this is the only place that creates a "OnLoginFlowUIRequiredDelegate"...
Any hints? Anyone working with this yet?
asked Jun 05 '17 at 06:01 PM in C++ Programming
This is only necessary for desktop platforms. iOS and Android have their own implementations with their respective SDKs.
Desktop needs to use an integrated web browser to deliver user interaction. Including the "LoginFlow" module in the game build.cs is necessary as I'm sure you've discovered.
For the desktop, there is only a small bit of code to add. It is all contained below. The delegate will fire and hand the game a slate widget. You can slot that widget inside native Slate code, or wrap it in a UNativeNativeWidgetHost and pass it into your blueprint code if you choose.
answered Jun 06 '17 at 12:11 AM
[EPIC] Josh.Markiewicz STAFF
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