Integrating Discord webhooks into your Unreal Engine project can greatly enhance your game development pipeline. By leveraging webhooks, you can automate notifications, track player activities, or communicate real-time updates from your game to a Discord server. This guide outlines how to send messages from Unreal Engine to Discord using HTTP requests.


Why Use Discord Webhooks in Unreal Engine?

  1. Real-Time Feedback
    Automatically notify your team of crashes, errors, or in-game events during development or testing.
  2. Player Notifications
    Enhance community engagement by notifying players of key events, achievements, or announcements.
  3. Automated Analytics
    Send player data or activity logs to a private Discord channel for analysis.

What Are Discord Webhooks?

Discord webhooks are unique URLs that allow you to send HTTP POST requests directly to a specific Discord channel. They’re useful for integrating external applications or services into your Discord server without a bot.

A typical webhook URL looks like this:

https://discord.com/api/webhooks/{webhook_id}/{webhook_token}

Use Cases

  1. Crash Report Notifications
    Automatically send error logs from Unreal Engine during playtests or live gameplay.
  2. Event Announcements
    Notify players or the team about game events like new levels, achievements, or updates.
  3. Activity Monitoring
    Keep track of in-game statistics, player behavior, or server metrics.

Setting Up Discord Webhooks in Unreal Engine

Step 1: Enable the HTTP Module

In Unreal Engine, HTTP functionality is provided by the HTTP module. To enable it:

  1. Open your project’s *.uproject file.
  2. Add the following to the "Modules" section:
"Modules": [
    {
        "Name": "HTTP",
        "Type": "Runtime"
    }
]
  1. Regenerate your Visual Studio or Xcode project files.

Step 2: Basic Message Sending Code

Here’s a simple implementation to send a message to Discord via a webhook.

Header File (DiscordWebhookSender.h):

#pragma once

#include "CoreMinimal.h"
#include "HttpModule.h"
#include "DiscordWebhookSender.generated.h"

UCLASS()
class YOURPROJECT_API UDiscordWebhookSender : public UObject
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintCallable, Category = "Discord")
    void SendMessageToDiscord(const FString& WebhookUrl, const FString& Message);
};

CPP File (DiscordWebhookSender.cpp):

#include "DiscordWebhookSender.h"
#include "JsonUtilities.h"

void UDiscordWebhookSender::SendMessageToDiscord(const FString& WebhookUrl, const FString& Message)
{
    if (WebhookUrl.IsEmpty() || Message.IsEmpty())
    {
        UE_LOG(LogTemp, Warning, TEXT("Webhook URL or Message is empty!"));
        return;
    }

    TSharedPtr<FJsonObject> JsonObject = MakeShareable(new FJsonObject());
    JsonObject->SetStringField("content", Message);

    FString Payload;
    TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&Payload);
    FJsonSerializer::Serialize(JsonObject.ToSharedRef(), Writer);

    TSharedRef<IHttpRequest> Request = FHttpModule::Get().CreateRequest();
    Request->SetURL(WebhookUrl);
    Request->SetVerb("POST");
    Request->SetHeader(TEXT("Content-Type"), TEXT("application/json"));
    Request->SetContentAsString(Payload);

    Request->OnProcessRequestComplete().BindLambda([](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) {
        if (bWasSuccessful && Response->GetResponseCode() == 204)
        {
            UE_LOG(LogTemp, Log, TEXT("Message sent to Discord successfully!"));
        }
        else
        {
            UE_LOG(LogTemp, Error, TEXT("Failed to send message to Discord: %s"), *Response->GetContentAsString());
        }
    });

    Request->ProcessRequest();
}

Code Explanation:

  • WebhookUrl is your Discord webhook URL.
  • A JSON object is created with the content field containing the message.
  • An HTTP POST request is sent to the Discord endpoint.

Step 3: Sending Files or Images

To send files or images, you need to use multipart/form-data requests. Unreal’s HTTP module supports this via TMultiPartFormData.

Example:

void UDiscordWebhookSender::SendImageToDiscord(const FString& WebhookUrl, const FString& FilePath)
{
    if (WebhookUrl.IsEmpty() || FilePath.IsEmpty())
    {
        UE_LOG(LogTemp, Warning, TEXT("Webhook URL or FilePath is empty!"));
        return;
    }

    TSharedRef<IHttpRequest> Request = FHttpModule::Get().CreateRequest();
    Request->SetURL(WebhookUrl);
    Request->SetVerb("POST");

    TArray<uint8> FileData;
    if (!FFileHelper::LoadFileToArray(FileData, *FilePath))
    {
        UE_LOG(LogTemp, Error, TEXT("Failed to read file: %s"), *FilePath);
        return;
    }

    FString Boundary = "DiscordBoundary123";
    FString Header = "--" + Boundary + "\r\nContent-Disposition: form-data; name=\"file\"; filename=\"image.png\"\r\nContent-Type: image/png\r\n\r\n";
    FString Footer = "\r\n--" + Boundary + "--\r\n";

    TArray<uint8> Payload;
    Payload.Append((uint8*)TCHAR_TO_ANSI(*Header), Header.Len());
    Payload.Append(FileData);
    Payload.Append((uint8*)TCHAR_TO_ANSI(*Footer), Footer.Len());

    Request->SetHeader(TEXT("Content-Type"), TEXT("multipart/form-data; boundary=DiscordBoundary123"));
    Request->SetContent(Payload);

    Request->OnProcessRequestComplete().BindLambda([](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) {
        if (bWasSuccessful && Response->GetResponseCode() == 204)
        {
            UE_LOG(LogTemp, Log, TEXT("Image sent to Discord successfully!"));
        }
        else
        {
            UE_LOG(LogTemp, Error, TEXT("Failed to send image to Discord: %s"), *Response->GetContentAsString());
        }
    });

    Request->ProcessRequest();
}

Sending Messages to Discord via Unreal Engine: A Webhook Guide

Integrating Discord webhooks into your Unreal Engine project can greatly enhance your game development pipeline. By leveraging webhooks, you can automate notifications, track player activities, or communicate real-time updates from your game to a Discord server. This guide outlines how to send messages from Unreal Engine to Discord using HTTP requests.


Why Use Discord Webhooks in Unreal Engine?

  1. Real-Time Feedback
    Automatically notify your team of crashes, errors, or in-game events during development or testing.
  2. Player Notifications
    Enhance community engagement by notifying players of key events, achievements, or announcements.
  3. Automated Analytics
    Send player data or activity logs to a private Discord channel for analysis.

What Are Discord Webhooks?

Discord webhooks are unique URLs that allow you to send HTTP POST requests directly to a specific Discord channel. They’re useful for integrating external applications or services into your Discord server without a bot.

A typical webhook URL looks like this:

ruby코드 복사https://discord.com/api/webhooks/{webhook_id}/{webhook_token}

Use Cases

  1. Crash Report Notifications
    Automatically send error logs from Unreal Engine during playtests or live gameplay.
  2. Event Announcements
    Notify players or the team about game events like new levels, achievements, or updates.
  3. Activity Monitoring
    Keep track of in-game statistics, player behavior, or server metrics.

Setting Up Discord Webhooks in Unreal Engine

Step 1: Enable the HTTP Module

In Unreal Engine, HTTP functionality is provided by the HTTP module. To enable it:

  1. Open your project’s *.uproject file.
  2. Add the following to the "Modules" section:
json코드 복사"Modules": [
    {
        "Name": "HTTP",
        "Type": "Runtime"
    }
]
  1. Regenerate your Visual Studio or Xcode project files.

Step 2: Basic Message Sending Code

Here’s a simple implementation to send a message to Discord via a webhook.

Header File (DiscordWebhookSender.h):

cpp코드 복사#pragma once

#include "CoreMinimal.h"
#include "HttpModule.h"
#include "DiscordWebhookSender.generated.h"

UCLASS()
class YOURPROJECT_API UDiscordWebhookSender : public UObject
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintCallable, Category = "Discord")
    void SendMessageToDiscord(const FString& WebhookUrl, const FString& Message);
};

CPP File (DiscordWebhookSender.cpp):

cpp코드 복사#include "DiscordWebhookSender.h"
#include "JsonUtilities.h"

void UDiscordWebhookSender::SendMessageToDiscord(const FString& WebhookUrl, const FString& Message)
{
    if (WebhookUrl.IsEmpty() || Message.IsEmpty())
    {
        UE_LOG(LogTemp, Warning, TEXT("Webhook URL or Message is empty!"));
        return;
    }

    TSharedPtr<FJsonObject> JsonObject = MakeShareable(new FJsonObject());
    JsonObject->SetStringField("content", Message);

    FString Payload;
    TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&Payload);
    FJsonSerializer::Serialize(JsonObject.ToSharedRef(), Writer);

    TSharedRef<IHttpRequest> Request = FHttpModule::Get().CreateRequest();
    Request->SetURL(WebhookUrl);
    Request->SetVerb("POST");
    Request->SetHeader(TEXT("Content-Type"), TEXT("application/json"));
    Request->SetContentAsString(Payload);

    Request->OnProcessRequestComplete().BindLambda([](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) {
        if (bWasSuccessful && Response->GetResponseCode() == 204)
        {
            UE_LOG(LogTemp, Log, TEXT("Message sent to Discord successfully!"));
        }
        else
        {
            UE_LOG(LogTemp, Error, TEXT("Failed to send message to Discord: %s"), *Response->GetContentAsString());
        }
    });

    Request->ProcessRequest();
}

Code Explanation:

  • WebhookUrl is your Discord webhook URL.
  • A JSON object is created with the content field containing the message.
  • An HTTP POST request is sent to the Discord endpoint.

Step 3: Sending Files or Images

To send files or images, you need to use multipart/form-data requests. Unreal’s HTTP module supports this via TMultiPartFormData.

Example:

cpp코드 복사void UDiscordWebhookSender::SendImageToDiscord(const FString& WebhookUrl, const FString& FilePath)
{
    if (WebhookUrl.IsEmpty() || FilePath.IsEmpty())
    {
        UE_LOG(LogTemp, Warning, TEXT("Webhook URL or FilePath is empty!"));
        return;
    }

    TSharedRef<IHttpRequest> Request = FHttpModule::Get().CreateRequest();
    Request->SetURL(WebhookUrl);
    Request->SetVerb("POST");

    TArray<uint8> FileData;
    if (!FFileHelper::LoadFileToArray(FileData, *FilePath))
    {
        UE_LOG(LogTemp, Error, TEXT("Failed to read file: %s"), *FilePath);
        return;
    }

    FString Boundary = "DiscordBoundary123";
    FString Header = "--" + Boundary + "\r\nContent-Disposition: form-data; name=\"file\"; filename=\"image.png\"\r\nContent-Type: image/png\r\n\r\n";
    FString Footer = "\r\n--" + Boundary + "--\r\n";

    TArray<uint8> Payload;
    Payload.Append((uint8*)TCHAR_TO_ANSI(*Header), Header.Len());
    Payload.Append(FileData);
    Payload.Append((uint8*)TCHAR_TO_ANSI(*Footer), Footer.Len());

    Request->SetHeader(TEXT("Content-Type"), TEXT("multipart/form-data; boundary=DiscordBoundary123"));
    Request->SetContent(Payload);

    Request->OnProcessRequestComplete().BindLambda([](FHttpRequestPtr, FHttpResponsePtr Response, bool bWasSuccessful) {
        if (bWasSuccessful && Response->GetResponseCode() == 204)
        {
            UE_LOG(LogTemp, Log, TEXT("Image sent to Discord successfully!"));
        }
        else
        {
            UE_LOG(LogTemp, Error, TEXT("Failed to send image to Discord: %s"), *Response->GetContentAsString());
        }
    });

    Request->ProcessRequest();
}

Advantages and Disadvantages

Advantages:

  • Simplifies communication with Discord.
  • Enables real-time updates for teams and players.
  • Provides a lightweight alternative to full bot integration.

Disadvantages:

  • Limited functionality compared to Discord bots.
  • Webhook URLs must be secured to prevent abuse.

Conclusion

Integrating Discord webhooks into Unreal Engine projects can streamline workflows and improve player engagement. Use the provided code examples to send messages, images, or notifications seamlessly. With this setup, your Unreal Engine project gains a powerful communication channel for both development and gameplay purposes.

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