13 Commits

Author SHA1 Message Date
Louis
c79858e169 Merge pull request #18 from TurboSonic1/Unreal-Engine-5.2
Built Plugin for Unreal Engine 5.2
2023-09-23 00:13:08 +02:00
TurboSonic1
46b32a3e48 Delete Config directory 2023-08-03 21:40:48 -04:00
TurboSonic1
846c253868 Add files via upload 2023-08-03 21:24:56 -04:00
TurboSonic1
dafdd5977b Delete DiscordRpc.uplugin 2023-08-03 21:24:42 -04:00
Louis
79564c8f12 Merge pull request #10 from IT-Hock/Unreal-Engine-5.1
chore: add unreal engine gitignore
2023-06-09 21:11:32 +02:00
Dominic Hock
9c0435cb71 chore: add unreal engine gitignore
Signed-off-by: Dominic Hock <d.hock@it-hock.de>
2023-05-07 15:30:44 +02:00
Louis
f4a009ceb4 Update DiscordRpc.uplugin 2022-10-09 19:56:43 +02:00
Louis
419f2eb786 Update DiscordRpcBlueprint.h 2022-10-09 15:59:56 +02:00
Louis
9feb8b49df Update DiscordRpc.uplugin 2022-10-09 14:27:51 +02:00
Louis
e3965228a6 Update README.md 2022-09-26 11:55:22 +02:00
Louis
a8e405111d Update README.md 2022-09-24 20:48:15 +02:00
Louis
9f55233275 Update README.md 2022-09-24 20:37:19 +02:00
Louis
a17b65824b Merge pull request #1 from LouisRaverdy/add-license
Create LICENSE
2022-09-19 18:18:08 +02:00
5 changed files with 656 additions and 58 deletions

602
.gitignore vendored Normal file
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@@ -0,0 +1,602 @@
# Created by https://www.toptal.com/developers/gitignore/api/rider,visualstudio,visualstudiocode,c++,unrealengine
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__ExternalActors__/
__ExternalObjects__/

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@@ -1,8 +0,0 @@
[FilterPlugin]
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
;
; Examples:
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll

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@@ -1,29 +1,27 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.1",
"FriendlyName": "Discord RPC",
"Description": "Wrap the Discord RPC library.",
"Category": "Messaging",
"CreatedBy": "Chris Marsh <chris@discordapp.com> and updated by Louis R.",
"CreatedByURL": "https://discordapp.com/",
"DocsURL": "https://github.com/LouisRaverdy/DiscordPluginUE",
"MarketplaceURL": "",
"SupportURL": "https://github.com/LouisRaverdy/DiscordPluginUE",
"CanContainContent": true,
"IsBetaVersion": true,
"Installed": false,
"Modules": [
{
"Name": "DiscordRpc",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms" :
[
"Win64",
"Linux",
"Mac"
]
}
]
}
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.1",
"FriendlyName": "Discord RPC",
"Description": "Wrap the Discord RPC library.",
"Category": "Messaging",
"CreatedBy": "Chris Marsh & Louis Raverdy",
"CreatedByURL": "https://github.com/LouisRaverdy/DiscordPluginUE",
"DocsURL": "https://github.com/LouisRaverdy/DiscordPluginUE",
"MarketplaceURL": "",
"SupportURL": "https://github.com/LouisRaverdy/DiscordPluginUE",
"EngineVersion": "5.2.0",
"CanContainContent": true,
"Installed": true,
"Modules": [
{
"Name": "DiscordRpc",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"PlatformAllowList": [
"Win64",
"Mac"
]
}
]
}

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@@ -21,12 +21,18 @@ You need to create something like this in your **Game Instance** :
![InitDiscord](https://user-images.githubusercontent.com/47295080/147773538-c4ac76cd-2199-4a1a-af90-cc695d8c0386.png)
> **Note :** Make sure your Game Instance is defined as default in the Project Settings. (Project Settings -> Maps & Modes -> Game Instance Class)
For remove your presence when you exit the game you need to add this to your **Game Instance** :
![shutdown](https://user-images.githubusercontent.com/47295080/192113957-b7675e3f-161d-4d23-bb98-e5ce6f48a586.png)
## Nodes
For edit your presence in your game use this code (read the image next to it to understand the fields of the node) :
To update your presence for your game, you can use this code (read the image next to it to understand the fields of the node) :
![SetPresenceDiscord](https://user-images.githubusercontent.com/47295080/147773549-6f106fda-835d-4cff-97f8-c220627b2dbf.png)
> **Note :** For use image in rich presence you need to upload them on your Discord developer game page (Rich Presence -> Art Assets)
> **Note :** To use image in rich presence you need to upload them on your Discord developer game page (Rich Presence -> Art Assets)
### **More advanced documentation coming soon.**

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@@ -14,13 +14,13 @@ USTRUCT(BlueprintType)
struct FDiscordUserData {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly)
UPROPERTY(BlueprintReadOnly, Category = "Discord")
FString userId;
UPROPERTY(BlueprintReadOnly)
UPROPERTY(BlueprintReadOnly, Category = "Discord")
FString username;
UPROPERTY(BlueprintReadOnly)
UPROPERTY(BlueprintReadOnly, Category = "Discord")
FString discriminator;
UPROPERTY(BlueprintReadOnly)
UPROPERTY(BlueprintReadOnly, Category = "Discord")
FString avatar;
};
@@ -53,36 +53,36 @@ USTRUCT(BlueprintType)
struct FDiscordRichPresence {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
FString state;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
FString details;
// todo, timestamps are 64bit, does that even matter?
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
int startTimestamp = 0;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
int endTimestamp = 0;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
FString largeImageKey;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
FString largeImageText;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
FString smallImageKey;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
FString smallImageText;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
FString partyId;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
int partySize = 0;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
int partyMax = 0;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
FString matchSecret;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
FString joinSecret;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
FString spectateSecret;
UPROPERTY(BlueprintReadWrite)
UPROPERTY(BlueprintReadWrite, Category = "Discord")
bool instance = false;
};