SDK Integration

This document describes how to quickly integrate the Chat SDK (Unreal Engine) to your projects. To configure and integrate the SDK, follow these steps.

Environment Requirements

Unreal Engine 4.27.1 or later.
Platform
Environment
Android
Android Studio 4.0 or later.
Visual Studio 2017 15.6 or later.
A real device for testing.
iOS & macOS
Xcode 11.0 or later.
OSX 10.11 or later.
Ensure your project has a valid developer signature.
Windows
OS: Windows 7 SP1 or later (64-bit based on x86-64).
Disk capacity: at least 1.64 GB of space after the IDE and required tools are installed.


Integrating the SDK

1. Download the SDK and SDK source code.
2. Copy the SDK folder to the Source/[project_name] directory of your project ([project_name] is the name of your project).
3. Add the following function to the [project_name].Build.cs file in your project.
// Load the Chat underlying libraries of platforms
private void loadTIMSDK(ReadOnlyTargetRules Target) {
string _TIMSDKPath = Path.GetFullPath(Path.Combine(ModuleDirectory, "TIMSDK"));
bEnableUndefinedIdentifierWarnings = false;
PublicIncludePaths.Add(Path.Combine(_TIMSDKPath, "include"));
if (Target.Platform == UnrealTargetPlatform.Android) {
PrivateDependencyModuleNames.AddRange(new string[] { "Launch" });
AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", Path.Combine(ModuleDirectory, "TIMSDK", "Android", "APL_armv7.xml")));

string Architecture = "armeabi-v7a";
// string Architecture = "arm64-v8a";
// string Architecture = "armeabi";
PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory,"TIMSDK", "Android", Architecture, "libImSDK.so"));
}
else if (Target.Platform == UnrealTargetPlatform.IOS) {
PublicAdditionalLibraries.AddRange(
new string[] {
"z","c++",
"z.1.1.3",
"sqlite3",
"xml2"
}
);
PublicFrameworks.AddRange(new string[]{
"Security",
"AdSupport",
"CoreTelephony",
"CoreGraphics",
"UIKit"
});
PublicAdditionalFrameworks.Add(new UEBuildFramework("ImSDK_CPP",_TIMSDKPath+"/ios/ImSDK_CPP.framework.zip", ""));
}
else if(Target.Platform == UnrealTargetPlatform.Mac) {
PublicAdditionalLibraries.AddRange(new string[] {
"resolv",
"z",
"c++",
"bz2",
"sqlite3",
});
PublicFrameworks.AddRange(
new string[] {
"AppKit",
"Security",
"CFNetwork",
"SystemConfiguration",
});
PublicFrameworks.Add(Path.Combine(_TIMSDKPath, "Mac", "Release","ImSDKForMac_CPP.framework"));
}
else if (Target.Platform == UnrealTargetPlatform.Win64) {
PublicAdditionalLibraries.Add(Path.Combine(_TIMSDKPath, "win64", "Release","ImSDK.lib"));
PublicDelayLoadDLLs.Add(Path.Combine(_TIMSDKPath, "win64", "Release", "ImSDK.dll"));
RuntimeDependencies.Add("$(BinaryOutputDir)/ImSDK.dll", Path.Combine(_TIMSDKPath, "win64", "Release", "ImSDK.dll"));
}
}
4. Call the function in the [project_name].Build.cs file:


5. You have successfully integrated the Chat SDK. You can use Chat features in your CPP file via #include "V2TIMManager.h".
// Get the SDK singleton object
V2TIMManager* timInstance = V2TIMManager::GetInstance();
// Get the SDK version number
V2TIMString timString = timInstance->GetVersion();
// Initialize the SDK
V2TIMSDKConfig timConfig;
timConfig.initPath = static_cast<V2TIMString>("D:\\");
timConfig.logPath = static_cast<V2TIMString>("D:\\");
bool isInit = timInstance->InitSDK(SDKAppID, timConfig);

Packaging

macOS
Windows
iOS
Android
File -> Package Project -> Mac
File -> Package Project -> Windows -> Windows(64-bit)



Go to File > Package Project > iOS to package your project
For development and testing, see Android Quick Start. For packaging, see Packaging Android Projects.

API Documentation of Chat Unreal Engine

For more information on APIs, see API Overview.