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Using the Plugin with C++

After enabling the plugin, you need to use the UDolbyIOSubsystem class to be able to use the available features in C++. We will show an example using Unreal Engine 5's First Person C++ game template. For simplicity, we assume that the project is named "Foo".

1. Add DolbyIO module

Open Foo/Source/Foo/Foo.build.cs and add "DolbyIO" in PublicDependencyModuleNames:

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "DolbyIO", "Engine", "InputCore", "HeadMountedDisplay" });

2. Edit FooCharacter.h

Open Foo/Source/Foo/FooCharacter.h and add these lines somewhere in the AFooCharacter class:

UFUNCTION()
void OnDolbyIOInitialized();

class UDolbyIOSubsystem* DolbyIOSubsystem;

3. Edit FooCharacter.cpp

Open Foo/Source/Foo/FooCharacter.cpp and replace the BeginPlay function definition with:

#include "DolbyIO.h"

void AFooCharacter::BeginPlay()
{
// Call the base class
Super::BeginPlay();

if (UGameInstance* GameInstance = GetGameInstance())
{
DolbyIOSubsystem = GameInstance->GetSubsystem<UDolbyIOSubsystem>();
if (DolbyIOSubsystem)
{
DolbyIOSubsystem->OnInitialized.AddDynamic(this, &AFooCharacter::OnDolbyIOInitialized);
DolbyIOSubsystem->SetToken("paste token here");
}
}
}

void AFooCharacter::OnDolbyIOInitialized()
{
if (DolbyIOSubsystem)
{
DolbyIOSubsystem->DemoConference();
}
}

4. Configure access credentials

Provide your client access token in the DolbyIOSubsystem->SetToken... line.

5. Compile and run

You should connect to the demo conference when the game starts.