# Making an account system

**URL:** <https://forums.unrealengine.com/t/making-an-account-system/344406>\
**Category:** Blueprint\
**Tags:** online, unreal-engine, editor, UE4, Blueprint, question\
**Created:** [January 18, 2016, 1:28am UTC](https://forums.unrealengine.com/t/making-an-account-system/344406 "2016-01-18T01:28:35Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![r4rev2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@r4rev2](https://forums.unrealengine.com/u/r4rev2)\
**Post date:** [January 17, 2016, 11:28pm UTC](https://forums.unrealengine.com/t/making-an-account-system/344406/1 "2016-01-17T23:28:44Z")

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Maybe my goal could be achieved if the player was able to login with Google, Facebook, or Steam?

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**Author:** ![r4rev2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@r4rev2](https://forums.unrealengine.com/u/r4rev2)\
**Post date:** [January 18, 2016, 1:28am UTC](https://forums.unrealengine.com/t/making-an-account-system/344406/2 "2016-01-18T01:28:35Z")

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Hello. I was wondering where I should start with making a login system. All I really want is to have people be able to put in a username and password and then the game would open a save file from the server, and the game could then write the save file to the server. Could something like this be done using Google drive or dropbox, by having the game load a file and write to there? (I have no idea I’m just throwing out ideas). I would try to do something like this using cookies (since I want it to be a web game) but I’m afraid people would just cheat so I’d rather have it saved on a server they can’t access.

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**Author:** ![Shadowriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowriver](https://forums.unrealengine.com/u/Shadowriver)\
**Post date:** [January 18, 2016, 1:33am UTC](https://forums.unrealengine.com/t/making-an-account-system/344406/3 "2016-01-18T01:33:20Z")

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What this file would be used for exactly? Keep in mind keeping files on user disk is very insecure, user simply can edit file to do something bad.

Also Steam has online storage

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**Author:** ![r4rev2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@r4rev2](https://forums.unrealengine.com/u/r4rev2)\
**Post date:** [January 18, 2016, 2:10am UTC](https://forums.unrealengine.com/t/making-an-account-system/344406/4 "2016-01-18T02:10:22Z")

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The file would contain save data and user information such as username and password, and could be accessed by signing in with the correct username and password or something else like Steam, if that’s simpler to set up.

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**Author:** ![Shadowriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowriver](https://forums.unrealengine.com/u/Shadowriver)\
**Post date:** [January 18, 2016, 2:40am UTC](https://forums.unrealengine.com/t/making-an-account-system/344406/5 "2016-01-18T02:40:46Z")

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The way Steam works does not require you to do any authentication, you simply communicate thru Steam library and if user is logged it will use that user account.

UE4 has got system called OnlineSubsystem, which is common interface for all online services, including consoles (which support you licance for) and Mobiles + Facebook and Amazon. But i think only Steam on PC supports cloud storage. Some OnlineSubsystem features are supported in Blueprints but i don’t think online storage is one of them you would need to use C++. Here docs:

> **[Online Subsystem](https://docs.unrealengine.com/5.1/en-US/online-subsystem-in-unreal-engine/)**
>
> Overview of the various systems related to the online platform.

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Big problem with Steam is you can only use it (in distribution) if you get your own AppID for your game from Valve and you can only do that by getting greenlighted… or pay them… a lot 😛

Alternativly you could use your own solution with HTTP

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**Author:** ![r4rev2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@r4rev2](https://forums.unrealengine.com/u/r4rev2)\
**Post date:** [January 18, 2016, 10:54pm UTC](https://forums.unrealengine.com/t/making-an-account-system/344406/6 "2016-01-18T22:54:13Z")

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Where would one start with HTTP?

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**Author:** ![Shadowriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowriver](https://forums.unrealengine.com/u/Shadowriver)\
**Post date:** [January 21, 2016, 5:12am UTC](https://forums.unrealengine.com/t/making-an-account-system/344406/7 "2016-01-21T05:12:34Z")

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Sorry for late reponce,

I wrote how to use it here:

> **[Reading a file online](https://forums.unrealengine.com/questions/325380/reading-a-file-online.html)**
>
> I need to read a sequence of bytes stored in a basic txt file which can be found at a specific url. With a local file path I can use SaveFileToArray() function to store the bytes in a uint8 array, how can I do the same with the given file url?

HTTP APIs are C++ only, but there 3rd party plugin called VaRest which let you use HTTP+ in blueprints

> **[GitHub - ufna/VaRest: REST API plugin for Unreal Engine 4 - we love restfull...](https://github.com/ufna/VaRest)**
>
> REST API plugin for Unreal Engine 4 - we love restfull backend and JSON communications! - GitHub - ufna/VaRest: REST API plugin for Unreal Engine 4 - we love restfull backend and JSON communications!
