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MMOS SDK - Unreal Engine C++ edition

The MMOS SDK gives easy access to the MMOS API by providing an abstraction layer and encapsulating the authentication modules.


  • Open your unreal engine 4 project folder ("myproject" for the sake of this guide)
  • copy the MMOS folder into myproject/source/myproject
  • Add project dependencies to myproject/source/myproject/ as follows
		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Http", "Json", "JsonUtilities" });

		PrivateDependencyModuleNames.AddRange(new string[] { "OpenSSL" });
  • double check that your Unreal Engine installation has the OpenSSL binaries included

Using the MMOS SDK inside unreal

In a standard Visual Studio C++ project you can use the syntax below.

Make sure your includes point to the correct file location.

#include "MMOS.SDK/Api.h"

MMOS::SDK::Api* api;

Api::ApiConfig Config = {

api = new Api(Config);

FString Project = "unige-exoplanet";
FString Player = "testPlayer";
FString PlayerAccountCode = "testAccount";

TSharedPtr<FJsonObject> bodyTask = MakeShareable(new FJsonObject);

TArray< TSharedPtr<FJsonValue> > projects;
projects.Add(MakeShareable(new FJsonValueString(Project)));
bodyTask->SetArrayField("projects", projects);

TSharedPtr<FJsonObject> playerObj = MakeShareable(new FJsonObject);
playerObj->SetStringField(("accountCode"), PlayerAccountCode);
bodyTask->SetObjectField("player", playerObj);

api->V2->players->CreateTask(Player, bodyTask);

Please note the the MMOS.SDK is designed to be a server side component as the API Key it uses is a per game API Key, therefore it needs to be managed on the server side.


API blueprint is available in compiled html and apib format.


Please see the authentication docs for details.


The GAPARS project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement Nr 732703

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