Unreal
The Lingara plugin for Unreal Engine 5 is a game-instance subsystem over the player core’s C interface. It runs on the five platforms the player kits support: Windows, macOS, Linux, Android and iOS. Consoles are not supported yet.
Install the plugin
Each release carries a zip of the plugin for each supported engine version, named LingaraEmbed-<semver>-UE5.<m>.zip. Unzip the one for your engine into your project’s Plugins/ folder, then enable the plugin in the editor. There is nothing else to install.
Get tokens from your server
The plugin never holds a secret. When it needs a token, it broadcasts OnTokenNeeded. Answer it by posting to your own server’s token route, which mints with a server kit and answers with the token and its expiry, then hand both to ProvideToken. If your server cannot answer, call TokenUnavailable so the calls waiting on a token fail at once instead of timing out.
Bind the events you use
The core runs its network I/O on its own thread. The subsystem drains it from its own tick, at most MaxEventsPerTick events a frame (a project setting), and broadcasts each one on a delegate. Bind the delegates your game needs when play begins, then start the subsystem:
OnTokenNeeded, when a token is needed;OnNpcTurn, for each piece of a streamed reply (see NPC dialogue);OnPractice, for each practice update (see practice results);OnError, when a call fails.
Unreal C++
// Your own server mints the token: never put a client secret in a game.
void ALingaraEmbedSnippetActor::HandleTokenNeeded(const FLingaraTokenNeeded& Event)
{
const TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = FHttpModule::Get().CreateRequest();
Request->SetVerb(TEXT("POST"));
Request->SetURL(TokenUrl);
Request->SetHeader(TEXT("Content-Type"), TEXT("application/json"));
Request->SetContentAsString(TEXT("{}"));
Request->OnProcessRequestComplete().BindUObject(this, &ALingaraEmbedSnippetActor::HandleTokenResponse);
Request->ProcessRequest();
}
void ALingaraEmbedSnippetActor::HandleTokenResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bConnected)
{
ELingaraCallResult Result;
FLingaraEmbedError Error;
TSharedPtr<FJsonObject> Body;
FString Token;
FString ExpiresAt;
const bool bOk = bConnected && Response.IsValid() && EHttpResponseCodes::IsOk(Response->GetResponseCode())
&& FJsonSerializer::Deserialize(TJsonReaderFactory<TCHAR>::Create(Response->GetContentAsString()), Body)
&& Body->TryGetStringField(TEXT("token"), Token) && Body->TryGetStringField(TEXT("expires_at"), ExpiresAt);
if (bOk)
{
Lingara()->ProvideToken(Token, ExpiresAt, Result, Error);
}
else
{
// Fail the waiting calls now rather than at the core's timeout.
Lingara()->TokenUnavailable(TEXT("the token endpoint failed"), Result, Error);
}
}Unreal C++
// The subsystem drains the core's queue from its own tick (at most
// MaxEventsPerTick a frame, from Project Settings): bind the events you use.
void ALingaraEmbedSnippetActor::BeginPlay()
{
Super::BeginPlay();
ULingaraEmbedSubsystem* Subsystem = Lingara();
Subsystem->OnTokenNeeded.AddDynamic(this, &ALingaraEmbedSnippetActor::HandleTokenNeeded);
Subsystem->OnNpcTurn.AddDynamic(this, &ALingaraEmbedSnippetActor::HandleNpcTurn);
Subsystem->OnPractice.AddDynamic(this, &ALingaraEmbedSnippetActor::HandlePractice);
Subsystem->OnError.AddDynamic(this, &ALingaraEmbedSnippetActor::HandleError);
FLingaraEmbedConfig Config;
Config.MaxEventsPerTick = 256;
ELingaraCallResult Result;
FLingaraEmbedError Error;
Subsystem->Start(Config, Result, Error);
}
void ALingaraEmbedSnippetActor::HandleError(const FLingaraEmbedError& Error)
{
UE_LOG(LogTemp, Warning, TEXT("Lingara %s: %s"), *Error.KindName, *Error.Message);
}