I’ve read only now this post.
I will try basically to explain how to do this (sorry I cannot give blueprint references or blueprintue right now): Implementing GameSparks needs five steps:
- Connect to GameSparks cloud with your API KEY and SECRET (which are available after create an account on GS website) using the GS UE4 OOTB API
- Authenticate with a valid user on your Game (you need to register a game on GameSparks dashboard console, and then register a user by use a dedicated json request or a no-sql database insert into user collection). Also for this step you can use the OOTB API from GS
- Create some log events on GS Dashboard Console (with Javascript Language and dedicated server API) and give them unique names.
- Put a event listener (resolved by name) layer on a project blueprint (I put all event listeners under ATBTT_GameMode, but you can create the event listeners everywhere in your project).
- Push an event everytime you want to engage the server during gameplay in the blueprint.
I will try to make an example for points 3-4-5:
- You create a MOVEMENT_PROPAGATE log event on the GS Console:
with this javascript code:
-
You create an event listener using the GameSparks API plugin on Unreal Engine 4 and check if the incoming event has “MOVE_PROPAGATE” name.
If this is true, you move the current pawn (which should be same on the two computers) to the index given from the incoming message using the ATBTT framework functions -
Everytime you move a pawn, you have to send the MOVE_PROPAGATE message to the server, pointing the corrent target index of the grid and the opponent GameSparks ID.
This is how it works, sorry if I cannot share you a working blueprint.