From API token to a working multiplayer call inside your UE project — via the official C++ SDK or UE's own HTTP stack.
Register a free developer account, create a game in the cabinet, copy the API token. Keep the private token out of the project entirely — it's for dedicated-server admin calls only.
include/ to Source/ThirdParty/Multiplayer/.Build.cs: PublicIncludePaths.Add("ThirdParty/Multiplayer/include").nlohmann_json and link cpr/libcurl per the SDK's CMakeLists — desktop targets only; consoles untested.Lighter alternative: call the REST endpoints directly with FHttpModule — no SDK code at all (below).
Client client("YOUR_API_TOKEN");
auto reg = players::Players::registerPlayer(
client, "PlayerOne", nlohmann::json{{"level", 1}});
// reg.privateKey = player credential — persist it (FSaveGame/config)
curl -X POST "https://api.michitai.com/api/game_players.php/register" \
-H "X-Api-Token: YOUR_API_TOKEN" \
-H "Content-Type: application/json" \
-d '{"player_name": "PlayerOne", "player_data": {"level": 1}}'
Same headers and JSON in an IHttpRequest or a VaRest-style Blueprint node — works on every platform UE ships to, including WebGL (no UDP there).