# How to configure OnlineSubsystem LoginFlow

**URL:** <https://forums.unrealengine.com/t/how-to-configure-onlinesubsystem-loginflow/395471>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [June 5, 2017, 6:01pm UTC](https://forums.unrealengine.com/t/how-to-configure-onlinesubsystem-loginflow/395471 "2017-06-05T18:01:27Z")\
**Posts on this page:** 1\
**Showing post:** 20

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**Author:** ![Machina.Widmo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Machina.Widmo](https://forums.unrealengine.com/u/Machina.Widmo)\
**Post date:** [June 16, 2017, 8:48pm UTC](https://forums.unrealengine.com/t/how-to-configure-onlinesubsystem-loginflow/395471/20 "2017-06-16T20:48:22Z")

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> Error (active) E0020 identifier “ILoginFlowModule” is undefined Comp f:\Unreal Projects\Comp\Source\Comp\MyPlayerController.cpp 71

Add this `#include "ILoginFlowModule.h"`  
Technically, that should solve the following one too, but it never hurts to be explicit.

> Error (active) E0020 identifier “LoginFlowManager” is undefined Comp f:\Unreal Projects\Comp\Source\Comp\MyPlayerController.cpp 72

`#include "ILoginFlowManager.h"`

Just an FYI. All of the publicly available header files for LoginFlow can be found at Engine\Plugins\Online\OnlineFramework\Source\LoginFlow\Public.

If you run into anymore of these types of errors, you’ll just need to include the corresponding header file that has the given type defined.

For your own header files, I’d recommend using forward declarations.

> Error Couldn’t find module rules file for module ‘OnlineFramework’. Comp F:\Unreal Projects\Comp\Intermediate\ProjectFiles\EXEC 1

OnlineFramework _is not_ a module, it’s a plugin. It’s not going to have a module description.

Therefore, in your \*.uplugin file you’ll need to set it is an enabled plugin (we covered this in one of the previous comments).

**Do not** attempt to include it in your Build.cs files.

LoginFlow _is_ a module, not a plugin. It’s not going to have a plugin description.

Therefore, _do not_ include it in your \*.uplugin file.

**Do** put it in your Build.cs with the PublicDependencies.

Thanks,  
Jon N.

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