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Login and launch the LI PASS binding interface (LoginChannelWithLIPass)

WindowsPS5XSX
If you are using the Unity engine, see LoginChannelWithLIPass in the Unity SDK.
caution

This interface is only applicable to LI PASS V1.08 and higher versions.Support for PlayStation 5 and Xbox X/S platforms from V1.08, support for PC gaming platforms (Steam/Epic) from V1.10.

This interface encapsulates the following login processes:

  1. Perform account login.
  2. Query the channel binding list for the account.
  3. If the account is entering the game for the first time is_first_call = 1, and has not bound any channel or LI PASS, it will launch the binding LI PASS page, the player can skip directly into the game or bind LI PASS.
  4. Complete login, continue compliance process, then enter the game.

This login process has the following scenarios:

  • Player has bound LI PASS

    Image: LI PASS login logic for console games

  • Player's first login without binding LI PASS

    Image: LI PASS login logic for console games

  • Player's first login without binding LI PASS and skipped binding interface

    Image: LI PASS login logic for console games

Function Definition

UFUNCTION(BlueprintCallable, Category = "LevelInfinite")
static void LoginChannelWithLIPass(EINTLLoginChannel channel, const FString& permissions = "", const FString& extraJson = "{}");

Input Parameters

ParametersTypeExplanation
channelEINTLLoginChannelSpecify the login channel.
For more information, see INTLChannel.
permissionsFStringPermission application
Mandatory for some channels, such as PlayStation5 channels.
extraJsonFStringExtension field

Observers

The callback handling interface is AuthResultObserver.The callback data structure is AuthResult.

Callback ID is kMethodIDAuthLoginChannelWithLIPASS.

Code sample

ULevelInfiniteAPI::LoginChannelWithLIPass(EINTLLoginChannel::kChannelXbox);