MacOS
The following instructions are based on Monterey v12.3.1.
Get Ready
- Ensure you have the latest version of Xcode.
- Download the Epic Games Launcher to access the Unreal Engine. Download
- Install Unreal Engine v5. Download
STEP ONE - Add v5 Unreal Engine
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Open Epic Games Launcher and view all versions of the Unreal Engine you have. 
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Click Library and the + button to add the v5 version  ❗ ❗If you find that the + button is greyed out, then do the following: a. Sign out b. Then from the login box, scroll to the bottom and click Sign in Later.  c. Inside Epic Games Launcher, select Library > + > v5 d. Now Sign in as usual 
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You can now click to install v5. (This takes some time) 
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Launch v5 (Be patient, this can take a little while) 💡If a pop up appears: "Do you want the app UnrealEditor.app to accept incoming network connections" Select Allow  
STEP TWO - Create a new project
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Inside the Unreal Project Browser, select the Games tab and Blank   
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Under Project Defaults, select C++ 
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Deselect Starter Content 
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Give your project a memorable name e.g. BlockchainGame and then click Create 
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Check if your project is successfully created and opens. Then close it. Now we can do the next important step of adding the SDK.   
STEP THREE - Download Ankr SDK
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Download the latest release of AnkrSDK.zip package. 
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Create a new folder (if it doesn't already exist) inside the project you just created and call it Plugins. 
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Extract the downloaded AnkrSDK.zip contents into the Plugins folder you just created. 
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Delete the AnkrSDK.zip file (if it is inside the Plugins folder). 
 
STEP FOUR - Generate the Xcode project
These docs are written using Xcode 13.1
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Open Unreal Editor 
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If you get a notice saying "Missing BlockchainGame Modules Ankr SDK". Select Yes to rebuild. 
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It should now compile the project. 
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Once the project is compiled, select Tools > Generate Xcode project 
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When this is done, select Tools > Open Xcode 
STEP FIVE - Build project
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Inside Xcode, you should be able to see the AnkrSDK included in the Plugins folder. 
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Expand Games > your_unreal_project__name > Source > your_unreal_project_name > your_unreal_project_name.Build.cs   
- Add "AnkrSDK"at the end of the string array as shown below:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AnkrSDK" });- 
Now from the top menu, select Product > Build For > running 
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You can view the Build status in the top right. 
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You know everything has worked out when a message appears stating 'Build Succeeded'. 
STEP SIX - Project opens in Unreal Editor
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Locate GameInstance.h if already created. If not Add C++ class from Content Browser, check Show All Classes and select GameInstance. Name your class 'MyGameInstance'. 
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Open MyGameInstance.h and include the following code: #include "AnkrClient.h" UPROPERTY() UAnkrClient* ankrClient; UFUNCTION(BlueprintCallable, Category = "ANKR SDK") UAnkrClient* GetAnkrClient();
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Open MyGameInstance.cpp and include the following code: UAnkrClient* UMyGameInstance::GetAnkrClient() { if (ankrClient == nullptr) { ankrClient = NewObject<UAnkrClient>(); } return ankrClient; }
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You can now add and use all the functions from the Ankr SDK in your game. 💡Nice work!! You're all set to go 
Windows 10
The following instructions are based on Windows 10.
Get Ready
- Ensure you have the latest version of Visual Studio
- Download the Epic Games Launcher to access the Unreal Engine. Download
- Install Unreal Engine v5 Download
STEP ONE - Add v5 Unreal Engine
- 
Open Epic Games Launcher and view all versions of the Unreal Engine you have. 
- 
Click Library and the + button to add the v5 version ❗If you find that the + button is greyed out, then do the following: a. Sign out b. Then from the login box, scroll to the bottom and click 'Sign in Later'. c. Inside Epic Games Launcher > Library > + > v5 d. Now Sign in as usual 
- 
You can now click to install v5 (This takes some time) 
- 
Launch v5 (Be patient, this can take a little while) 
If a pop up appears: "Do you want the app UnrealEditor.app to accept incoming network connections" Select Allow
STEP TWO - Create a new project
- 
Inside the Unreal Project Browser, select the Games tab and Blank 
- 
Under Project Defaults, select C++ 
- 
Deselect Starter Content 
- 
Give your project a memorable name e.g. BlockchainGame and then click Create 
- 
Check your project opens and then close it. So we can do the next important step of adding the SDK. 
STEP THREE - Download Ankr SDK
- 
Download the latest release of AnkrSDK.zip package. 
- 
Create a new folder inside the project you just created and call it Plugins. 
- 
Extract the downloaded AnkrSDK.zip contents into the Plugins folder you just created. 
- 
Delete the AnkrSDK.zip file if is inside the Plugins folder. 
STEP FOUR - Generate a Visual Studio Project
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Open Unreal Editor 
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If you get a notice saying "Missing your_unreal_project_name Modules Ankr SDK". Select Yes to rebuild. 
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It should now compile the project. 
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From the top menu, select Tools > Generate Visual Studio Project 
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When this is done, select Tools > Open Visual Studio Project 
STEP FIVE - Build project
Inside Visual Studio project
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Add AnkrSDK to your_unreal_project_name > Source > your_unreal_project_name > your_unreal_project_name.Build.cs as shown below: PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AnkrSDK" });
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Generate a Visual Studio Project by right-clicking Your_unreal_project_name.uproject' and selecting Generate Visual Studio project files 
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Open the generated Visual Studio solution file (.sln) and check if the plugin is included in the solution explorer. 
STEP SIX - Project opens in Unreal Editor
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Locate GameInstance.h if already created. If not Add C++ class from Content Browser, check Show All Classes and select GameInstance. Name your class 'MyGameInstance'. 
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Open MyGameInstance.h and include the following code: #include "AnkrClient.h" UPROPERTY() UAnkrClient* ankrClient; UFUNCTION(BlueprintCallable, Category = "ANKR SDK") UAnkrClient* GetAnkrClient();
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Open MyGameInstance.cpp and include the following code: UAnkrClient* UMyGameInstance::GetAnkrClient() { if (ankrClient == nullptr) { ankrClient = NewObject<UAnkrClient>(); } return ankrClient; }
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You can now add and use all the functions from the Ankr SDK in your game. 💡Nice work!! You're all set to go