mirror of
https://github.com/LouisRaverdy/DiscordRPC.git
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8 Commits
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@@ -5,14 +5,14 @@
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"FriendlyName": "Discord RPC",
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"FriendlyName": "Discord RPC",
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"Description": "Wrap the Discord RPC library.",
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"Description": "Wrap the Discord RPC library.",
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"Category": "Messaging",
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"Category": "Messaging",
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"CreatedBy": "Chris Marsh <chris@discordapp.com> and updated by Louis R.",
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"CreatedBy": "Chris Marsh & Louis Raverdy",
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"CreatedByURL": "https://discordapp.com/",
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"CreatedByURL": "https://github.com/LouisRaverdy/DiscordPluginUE",
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"DocsURL": "https://github.com/LouisRaverdy/DiscordPluginUE",
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"DocsURL": "https://github.com/LouisRaverdy/DiscordPluginUE",
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"MarketplaceURL": "",
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"MarketplaceURL": "",
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"SupportURL": "https://github.com/LouisRaverdy/DiscordPluginUE",
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"SupportURL": "https://github.com/LouisRaverdy/DiscordPluginUE",
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"CanContainContent": true,
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"CanContainContent": true,
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"IsBetaVersion": true,
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"IsBetaVersion": false,
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"Installed": false,
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"Installed": true,
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"Modules": [
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"Modules": [
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{
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{
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"Name": "DiscordRpc",
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"Name": "DiscordRpc",
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@@ -21,7 +21,6 @@
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"WhitelistPlatforms" :
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"WhitelistPlatforms" :
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[
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[
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"Win64",
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"Win64",
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"Linux",
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"Mac"
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"Mac"
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]
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]
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}
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}
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21
LICENSE
Normal file
21
LICENSE
Normal file
@@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2022 Louis Raverdy
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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10
README.md
10
README.md
@@ -21,12 +21,18 @@ You need to create something like this in your **Game Instance** :
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> **Note :** Make sure your Game Instance is defined as default in the Project Settings. (Project Settings -> Maps & Modes -> Game Instance Class)
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For remove your presence when you exit the game you need to add this to your **Game Instance** :
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## Nodes
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## Nodes
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For edit your presence in your game use this code (read the image next to it to understand the fields of the node) :
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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) :
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> **Note :** For use image in rich presence you need to upload them on your Discord developer game page (Rich Presence -> Art Assets)
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> **Note :** To use image in rich presence you need to upload them on your Discord developer game page (Rich Presence -> Art Assets)
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### **More advanced documentation coming soon.**
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### **More advanced documentation coming soon.**
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@@ -14,13 +14,13 @@ USTRUCT(BlueprintType)
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struct FDiscordUserData {
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struct FDiscordUserData {
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GENERATED_USTRUCT_BODY()
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GENERATED_USTRUCT_BODY()
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UPROPERTY(BlueprintReadOnly)
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UPROPERTY(BlueprintReadOnly, Category = "Discord")
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FString userId;
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FString userId;
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UPROPERTY(BlueprintReadOnly)
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UPROPERTY(BlueprintReadOnly, Category = "Discord")
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FString username;
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FString username;
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UPROPERTY(BlueprintReadOnly)
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UPROPERTY(BlueprintReadOnly, Category = "Discord")
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FString discriminator;
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FString discriminator;
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UPROPERTY(BlueprintReadOnly)
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UPROPERTY(BlueprintReadOnly, Category = "Discord")
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FString avatar;
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FString avatar;
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};
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};
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@@ -53,36 +53,36 @@ USTRUCT(BlueprintType)
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struct FDiscordRichPresence {
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struct FDiscordRichPresence {
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GENERATED_USTRUCT_BODY()
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GENERATED_USTRUCT_BODY()
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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FString state;
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FString state;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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FString details;
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FString details;
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// todo, timestamps are 64bit, does that even matter?
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// todo, timestamps are 64bit, does that even matter?
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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int startTimestamp = 0;
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int startTimestamp = 0;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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int endTimestamp = 0;
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int endTimestamp = 0;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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FString largeImageKey;
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FString largeImageKey;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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FString largeImageText;
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FString largeImageText;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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FString smallImageKey;
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FString smallImageKey;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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FString smallImageText;
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FString smallImageText;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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FString partyId;
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FString partyId;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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int partySize = 0;
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int partySize = 0;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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int partyMax = 0;
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int partyMax = 0;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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FString matchSecret;
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FString matchSecret;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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FString joinSecret;
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FString joinSecret;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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FString spectateSecret;
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FString spectateSecret;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite, Category = "Discord")
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bool instance = false;
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bool instance = false;
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};
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};
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Reference in New Issue
Block a user