Authentication via application launcher
If you use Xsolla Launcher or Steam to deliver your application to users, you can automatically authenticate the user using the launcher's credentials.
How-tos
You can use Xsolla Launcher to deliver your application to users and update it. The Launcher contains a built-in authorization tool. To avoid the need to re-enter username and password, set up authorization in your application via the Launcher.
Set up SDK and Launcher to work together
- Set up Launcher in your Publisher Account.
config.json
file, it is enough to change the values for the following objects:launcher_project_id
— specify Launcher ID found in Publisher Account > Launcher > General settings > General infologin_project_id
— specify Login ID found in Publisher Account > Launcher > General settings > Authentication
- Implement the Launcher authorization logic in your application.
- Generate a launcher installation file and a build archive.
- Create an application build.
- Upload the application build to the Xsolla update server.
Implement logic for authorization via Launcher
The flow for authorization in the application via Launcher is as follows:
- The user is authorized in the Launcher.
- The user installs and runs the application.
- Launcher runs the application and passes user parameters via the command line. The authorization token is passed in the
xsolla-login-token
parameter. - The application processes command line parameters and obtains a token.
- The application validates the received token.
- The application automatically authorizes the user without displaying an authorization page.
An example of the implementation of this logic is available in the W_LoginDemo
blueprint of the demo project.
Create an application build
- Go to your Unreal Engine project.
- In the
Content Browser , open the user authorization map where the token is being processed. - Go to
Edit > Project Settings in the main menu. - Go to
Project > Maps & Modes and in theGame Default Map field select the previously opened authorization map.
- Go to
Plugins > Xsolla Settings . - In the
Project ID field, specify the Project ID found in Publisher Account > Project settings > Project ID. - In the
Login ID field, specify the Login ID found in Publisher Account > Launcher > General settings > Authentication. - Go to
File > Package Project > Windows (64 bit) or toFile > Package Project > Mac in the main menu, depending on the platform for which you are creating the build. - In the pop-up window, specify the path to the directory where the finished build will be placed.
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Native authentication allows players to enter your application via the installed Steam client. After setting up native authentication via Steam, you can also add payment via Steam to the application.
To set up native authentication:
- Set up silent authentication via Steam in Publisher Account.
- Configure your Unreal Engine project.
- Configure the processing of events.
- Ensure authentication via Steam.
Configure your Unreal Engine project
- Go to the
Config
catalog of your Unreal Engine project. - Add the lines below to the
DefaultEngine.ini
file and specify your app ID in Steam for theSteamDevAppId
parameter.
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
- Open the project in the Unreal Editor.
- Go to
Settings > Plugins > Online Platform . - In the
Online Subsystem Steam module, check theEnabled box and click theRestart Now button to save settings and reload the Unreal Editor.
Configure processing of events
- The image below shows how to add nodes to the project:

- To authenticate users via Steam, you should get a
session ticket
via the GetSessionTicket
method. Pass the received value when calling the AuthenticateWithSessionTicket
method. As a result, you get the token that is used when calling the API.- For additional token validation, add the
ValidateToken
method callback (optional).

Ensure authentication via Steam
- Create the build of your Unreal Engine project for a stand-alone platform.
- Launch Steam and log in.
- Launch your application. If everything is correct, the Steam pop-up window appears.
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