Skip to content

Making your first request

This page walks you through loading the Beamable Window in your project and making a simple request to retrieve user information.

Notice

This tutorial assumes you have already set up your Beamable account and integrated the Beamable SDK into your Unreal project. For instructions on doing so, see the Setup Guide.

Accessing the Beamable window

When opening the Unreal Editor of your project, you will see the Beamable Logo in the upper-right, next to the Settings dropdown. This button opens the Beamable Editor Window. Here, you can log in to the account you just created in the Beamable Portal.

intro-beamable-window-location.png

When the login process is finished, you should see the Beamable Window Editor like this:

intro-beamable-window-opened.png

Here is a quick tour of the Beamable Window's functions:

  • Home Workspace overview, shortcuts to common Beamable Portal pages, and global utilities.

  • Content Manage your game's read-only content and configuration data.

  • Microservices Run, debug, and manage local Microservices.

  • Play-In-Editor (PIE) Configure PIE settings and create or capture PIE users.

Your first Blueprint request

Now that you are familiar with the Beamable Window, you are ready to make your first Beamable request. This guide uses Blueprint, but the same flow works in C++ via calls in your Project's GameMode class's BeginPlay function.

To get started, open your Level Blueprint and add the following nodes:

intro-init-sdk-with-login-frictionless

What is happening above

The BeamRuntime is a GameInstanceSubsystem that is responsible for controlling the SDK's lifecycle and player authentication. Call this function to initialize the SDK. The Technical Overview covers the Beamable Runtime in depth.

Once the SDK is initialized, you can log in a guest account automatically. To do that, use the Login - Frictionless Operation node, which logs a guest account into the Player0 user slot.

Operation nodes are "purple" Beamable nodes that encapsulate many complex bodies of functionality in an easy-to-use fashion. See Operation Nodes for more information.

The Frictionless Login node has three flow pins to handle the result of the login operation:

  • On Success: executes if the login completed successfully
  • On Error: executes if any error occurs during the Beamable login flow
  • On Cancelled: used in very special cases and can mostly be ignored for now

If this operation succeeds, you will have a guest account signed-into the Player0 user slot.

With the SDK's default configuration and the above setup, enter PIE (Play-In-Editor). You should see several requests' responses written to your Output Log window. After you see the final GetMe request, you can exit PIE knowing you have made your first request to Beamable. Congratulations!

Next steps

Now that you have made your first Beamable Request, see the Technical Overview page to understand more about how the SDK is structured and identify the best path to using it in your game.

The Samples are also a valuable source of practical information and general reference.

Issues and reporting

  • For issues stemming from the SDK, enable verbose logging with log Category Verbose. Log categories are defined in BeamableCore/BeamLogging.h
  • Verbose logging prints significantly more information about requests and SDK activity. It is intended for diagnostics only, not production use. To disable it in the same editor session, run log Category Display in the editor console
  • When reporting an issue, reproduce it with the relevant log categories set to Verbose and attach the output to your report
  • To contact us for support or suggestions, head to our Support Portal