This section explains how to integrate the 6labs SDK into your Unreal Engine apps on Windows.
The 6labs SDK is provided as an Unreal Engine plugin.
Add the module to your Unreal project:
YourProject/Plugins/SixLabsSDK/).Build.cs, add: PublicDependencyModuleNames.Add("SixLabsSDK");Use the Init() method to initialize the SDK and start the gameplay capture process, as illustrated below:
#include "SixLabsSubsystem.h" USixLabsSubsystem* SixLabs = GetSubsystem(); // Start a capture session SixLabs->Init(TEXT("optional_player_in_game_id"), TEXT("optional_developer_payload_here")); // ... gameplay happens — data is captured and uploaded automatically ...
The following is the method reference for the Init() method.
SixLabs->Init(TEXT("optional_player_in_game_id"), TEXT("optional_developer_payload_here"));
| Parameter | Type | Required | Description |
|---|---|---|---|
InGameId |
FString |
No | An optional user identifier within the game. If not passed, it defaults to an empty string. |
DeveloperPayload |
FString |
No | Optional developer-defined metadata associated with the session. This value is forwarded as-is with the capture request and can be used to attach custom tracking or contextual information. Examples:
|
In most integrations, calling Init() is sufficient to begin the capture flow. For advanced or custom capture control, you may also use StartCapture() and StopCapture() directly.
Use the StartCapture() method when you want to explicitly control when gameplay capture begins.
#include "SixLabsSubsystem.h" USixLabsSubsystem* SixLabs = GetSubsystem(); // Start a capture session SixLabs->StartCapture(TEXT("optional_player_in_game_id"), TEXT("optional_developer_payload_here")); // ... gameplay happens — data is captured and uploaded automatically ...
SixLabs->StartCapture(TEXT("optional_player_in_game_id"), TEXT("optional_developer_payload_here"));
| Parameter | Type | Required | Description |
|---|---|---|---|
InGameId |
FString |
No | An optional user identifier within the game. If not passed, it defaults to an empty string. |
DeveloperPayload |
FString |
No | Optional developer-defined metadata associated with the session. This value is forwarded as-is with the capture request and can be used to attach custom tracking or contextual information. |
Use the StopCapture() method to stop the active gameplay capture session.
// Stop the session SixLabs->StopCapture();
StartCapture() again later to begin a new session.Table Of Contents
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