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
- 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:
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.