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Is there any documentation or examples for Unreal 5?
I see Unity stuff everywhere but nothing for Unreal. Does it exist?
How would I change currency value in a players inventory?
Say that I have a player id (not my id but a random other player's), and I'd like to change for example the currency value, or an item instance in that player's inventory. How would I go about doing that?
Why should I use inventory to store player data over mongoDB?
Hey, seeing as how data held in mongo db is much easier to manipulate and get access to, why should I use inventory to store player data? Is there a disadvantage to this approach that I'm not aware of?
How do I set up localized prices for Beamable SKUs?
How do I set up prices for Beamable SKUs so that they are localized? Does Beamable handle this part at all, or are we just rendering in USD always? Was digging through the code and couldn't find this part - need to do the same in my UI (localized real money prices on ios and android).
How can I get account ID using C# Microservice code?
How can I get AccountID, as opposed to PlayerID, using C# Microservice code?
Iran Region Availability
Hello.
How do you delete deprecated inventory elements from a players inventory?
How do you delete deprecated inventory elements from a players inventory?
Can't visualize Microservice storage database after publishing
As a Unity dev, this was my first time using MongoDB and Docker. After we finished our local database setup with different tables, we would like to try publishing it to Beamable servers and access it via the dashboard. Howerver, when clicking on "Explore Data", the new Mongo Express window does not show anything but "Turn on admin in config.js to view server stats!". In the dashboard, there is no sign of a a field where I could change the properties of this file. Do we have to make the change before publishing the database? Maybe in Unity using the Beamable SDK, or in Docker?
How to set Alias/Username for leaderboard?
How to set alias for leaderboard without any login or signup in beamable. Like user play game as a guest and want to set name manually.
BeamContext.Default appears even if BeamContext.ForPlayer is used
If I have many BeamContexts in a scene, and access them with BeamContext.ForPlayer, I still notice that the default beamable context is created. Why is this?