Getting Started with Unreal Engine

From API token to a working multiplayer call inside your UE project — via the official C++ SDK or UE's own HTTP stack.

1. Get your API token

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.

2. Add the C++ SDK to your project

  1. Download SDK.zip and extract include/ to Source/ThirdParty/Multiplayer/.
  2. In your module Build.cs: PublicIncludePaths.Add("ThirdParty/Multiplayer/include").
  3. Provide 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).

3. First call — register a player (C++ SDK)

Client client("YOUR_API_TOKEN");
auto reg = players::Players::registerPlayer(
    client, "PlayerOne", nlohmann::json{{"level", 1}});
// reg.privateKey = player credential — persist it (FSaveGame/config)

4. Or call REST directly (FHttpModule / VaRest)

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).

5. Next steps

  • Create/join a room — Rooms
  • Realtime channel — Realtime (WS + UDP; not actor replication)
  • Run SDK calls off the game thread — AsyncTask/UE::Tasks
  • Full reference — API docs · Unreal overview