[SIZE=22px]I’m happy to announce that a new twitch integration plugin is now compatible with 4.17 and available on the unreal marketplace![/SIZE]
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I made this plugin to heavily simplify twitch integration with the unreal engine.
HOW IT WORKS:
To have access to the event nodes, simply put the twichChat actor in your world. Once that’s done it only needs this information:
After that, you just have to use the events “onChatMessage” and “onCheer” to be notified when a chat message has been received
or bits have been sent to the streamer.
I got a question about this, in the part where you say you can use the non official web to get the token, can be used the official ones from created a proper App ? From here Build Twitch Extensions | Twitch Developers ?
Got another question, why you made an actor for this ? What happen if you have different maps ? I have to place the same actor in each map ?
For the token link, the website I linked to is the one I’m using to test the plugin because it’s the simplest one to use. But yeah any token should work.
As for why an actor, I did it that way because it seemed like the simplest way to implement the chat connection.
I have this plugin, I have still been unable to get it to work… What I would like to accomplish is as a streamer, run my game on my computer, and just listen for events in the chat to trigger events in the game. This method would appear to require a redirect for twitch authentication for the user to play?! Is that correct?
Also, is there a way to implement in the struct’s a way to call a players avatar and apply that to a mesh’s material?!
To listen to a chat you don’t actually need any redirect. Since your token is for your “chatbot” for lack of a better word, you just need to get the token for your bot you’re fine. If you’re having problems with getting the events to work, I’d be happy to help.
As for calling a player avatar, you could call it when one of the events is triggered. However, I’m not sure if I understood what you’re trying to do right.