Setup Beamable SDK¶
Welcome to Beamable! Here we will guide you through the process of download and setting up the Beamable SDK in your Unreal Engine project!
Signing Up Account in Beamable Portal¶
To start using Beamable in your project you need to have a valid Account in our Platform. Please do so via our Portal. Please remember your Alias as it'll be used to log into the SDK in your editor or via the Beamable CLI.
Project Requirements¶
Make Sure you have installed our Dependencies
| Requirement | Version | Notes |
|---|---|---|
| Unreal Engine | 5.6.X | The project must be C++ (though there is extensive Blueprint support for most functionality). |
| Docker Desktop | Latest stable version | Required for building and deploying Microservices and for running Microservices locally with MicroStorages without opening the service project. |
| .NET SDK | 8.0 | Needed for installing and running Beamable tooling and for running C# Microservices through the CLI. |
Downloading and Installing the SDK¶
- Download the Latest Version of the Unreal SDK from our Github Repository
- Unzip the contents of the downloaded file to a location in your machine where you can easily find it.
Once you have our repo and dependencies set up in your machine, follow along the next section to set up the SDK in your project.
Setup The Beamable SDK in your Project¶
Now that you have the SDK downloaded, you can set it up in your Unreal Project. The steps to do so are slightly different depending on your OS.
Running Beamable Initialization Script¶
We need to run the beam_init_game_maker.sh script to set up the SDK in your project. The script will copy over the necessary files from the UnrealSDK repo to your project and set up some configuration files.
- Copy the
beam_init_game_maker.shscript into the root of your Unreal Project. - From a terminal (on windows, GitBash) running in your project directory, run
beam_init_game_maker.shpassing in the path to the UnrealSDK in your machine.. beam_init_game_maker.sh "E:/Path/To/UnrealSDK"
- Copy the
beam_init_game_maker.shscript into the root of your Unreal Project. - From a terminal, running in your project directory, run
beam_init_game_maker.shpassing in the path to the UnrealSDK in your machine.- Run
chmod +x ./beam_init_game_maker.shbefore running the script. . beam_init_game_maker.sh "/Users/Me/Path/To/UnrealSDK"
- Run
Setup Beamable Modules¶
Now that the script has run, you need to set up your project's Target.cs and Build.cs files to include Beamable's SDK.
For each of your Target.cs files, add the following lines to their constructor:
| File | Configuration Code |
|---|---|
MyProject.Target.cs |
Beam.ConfigureGame(this, Beam.OssConfig.Disabled()) |
MyProjectEditor.Target.cs |
Beam.ConfigureEditor(this, Beam.OssConfig.Disabled()) |
MyProjectServer.Target.cs |
Beam.ConfigureServer(this, Beam.OssConfig.Disabled()) (only if you have dedicated server builds) |
In each of the Modules you want to use Beamable's SDK, add this to their Build.cs files:
| Module Type | Configuration Code |
|---|---|
RuntimeModule.Build.cs |
Beam.AddRuntimeModuleDependencies(this); |
EditorModule.Build.cs |
Beam.AddEditorModuleDependencies(this); |
UncookedOnlyModule.Build.cs |
Beam.AddUncookedOnlyModuleDependencies(this); |
Pay attention to the type of module you're adding the SDK to and call the proper function. (You can see the module type in your uproject file)
Verifying Installation and Running¶
Let's Check that everything is set up correctly and that you can compile your project.
- Regenerate project files.
- Right-click the
.uprojectfile and selectGenerate Visual Studio project files.
- Right-click the
- Verify that your project is set up correctly, go to your project's root directory:
- Check there is a
.beamablefolder there. - Check there is a
.config/dotnet-tools.jsonfile. - Run
dotnet beam --versionfrom inside your project root directory and see that it outputs a validX.Y.Zstring.
- Check there is a
- Open your IDE and compile your editor.
- Regenerate project files.
- From a terminal, run
sh "/Users/Shared/Epic Games/UE_5.5/Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh" "/Users/Path/To/Your/Project/YourProject.uproject" -game.
- From a terminal, run
- Verify that your project is set up correctly, go to your project's root directory:
- Check there is a
.beamablefolder there. - Check there is a
.config/dotnet-tools.jsonfile. - Run
dotnet beam --versionfrom inside your project root directory and see that it outputs a validX.Y.Zstring.
- Check there is a
- Open your IDE and compile your editor.
Now you're ready to do your First Request with Beamable!
Upgrading the SDK¶
The Process to upgrade the SDK is similar to the initial setup. The main difference is that you need to make sure to re-apply any custom changes you made to the SDK after upgrading.
- Download the latest tagged release version
- Run steps from the Setup SDK section
- If you had any custom changes made to the SDK, leverage Git to re-apply them as needed. When making custom changes to the SDK, don't for get to flag it with a comment so searching for them is easier in this step.
- Fix any compilation errors that happened due to breaking changes. Don't forget to look fix any blueprints as well after you get the editor to compile.
- Run
dotnet tool restorefrom your project root. - Verify that the CLI was updated to the proper version by running
dotnet beam versionand seeing that it matches the version inE:/Path/To/UnrealSDK/.config/dotnet-tools.json. - If you have microservices:
- From your microservice project's directory, run
dotnet restore. - Verify that the CLI was updated to the proper version by running
dotnet beam versionfrom the microservice directory. - Run
dotnet beam checks scan --fix all.- Our CLI can fix some breaking changes automatically with this command.
- From your microservice project's directory, run