Hi,
I’m wondering how to test the EOS_LCT_ExchangeCode
workflow?
I’m developing using the C SDK. My login workflow works using EOS_LCT_Developer
. But I want to test using the ExchangeCode, running from the launcher.
I’m using the function EOS_Platform_CheckForLauncherAndRestart
which returns Success, but it doesn’t restart the game with the command line.
There is indeed a store page available but not binairies yet, it this the reason? (I would like to debug it before uploading something).
I can’t find any usage of EOS_Platform_CheckForLauncherAndRestart
either in the samples.
Thanks for your help,
François.
Hi François,
You will need to upload a build and launch the game from the Epic Games Launcher to successfully complete ExchangeCode-based login. The Launcher will pass the exchange code to the game as the AUTH_PASSWORD parameter, as detailed here:
There are no means of generating a valid exchange code outside this flow, and CheckForLauncherAndRestart only functions when the executable being launched is tied to an existing installation in the Launcher Library. Please let me know if you have any questions on this!
Thanks,
Andy
Correct, in order to test with the EOS_LCT_ExchangeCode flow, you will need to have uploaded a binary to the Store using the Build Patch Tool, as well as claimed a key on your account to have an entitlement for that library item. With self publishing tools, you should have access to the dev sandbox to be able to upload builds to.
Otherwise, the Developer authentication will be the closest experience to what exchange code flow would be like.