Closed patchuby closed 1 month ago
Using the auth flow from the init exemple provided in the package :
RefreshPeriod_AccountID = room_speed*60*10//Around of 10mins Connect_NotifyAuthExpiration = noone Connect_NotifyLoginStatusChanged = noone request_MFA = noone NotifyID_Auth_LoginStatusChanged = EpicGames_Auth_AddNotifyLoginStatusChanged() NotifyID_Connect_AuthExpiration= EpicGames_Connect_AddNotifyAuthExpiration() NotifyID_Connect_LoginStatusChanged = EpicGames_Connect_AddNotifyLoginStatusChanged() NotifyID_Friends = EpicGames_Friends_AddNotifyFriendsUpdate() NotifyID_Achievements_UnlockedV2 = EpicGames_Achievements_AddNotifyAchievementsUnlockedV2() NotifyID_UI_DisplaySettingsUpdated = EpicGames_UI_AddNotifyDisplaySettingsUpdated() EpicGames_Auth_Login( EpicGames_LCT_PersistentAuth, EpicGames_AS_BasicProfile | EpicGames_AS_FriendsList | EpicGames_AS_Presence, "", "", noone )
The Social Async event never gets fired ("Async : ...." debug message never gets printed).
I'm testing this on Windows, launching a build from the Epic Store launcher.
This was due to a misconfiguration of the project. And can now be closed.
[!NOTE] Documentation was updated to cover more important steps during configuration
Using the auth flow from the init exemple provided in the package :
The Social Async event never gets fired ("Async : ...." debug message never gets printed).
I'm testing this on Windows, launching a build from the Epic Store launcher.