tencent cloud


Unreal Engine

Last updated: 2024-01-31 15:27:59
    This document describes how to quickly integrate the Tencent Cloud IM SDK (Unreal Engine) to your projects. To configure and integrate the SDK, follow these steps.

    Environment Requirements

    Unreal Engine 4.27.1 or later.
    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.
    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 IM 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 IM 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) {
    new string[] {
    PublicFrameworks.AddRange(new string[]{
    PublicAdditionalFrameworks.Add(new UEBuildFramework("ImSDK_CPP",_TIMSDKPath+"/ios/ImSDK_CPP.framework.zip", ""));
    else if(Target.Platform == UnrealTargetPlatform.Mac) {
    PublicAdditionalLibraries.AddRange(new string[] {
    new string[] {
    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 IM SDK. You can use IM 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);


    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 IM Unreal Engine

    For more information on APIs, see API Overview.
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