PlayKit.ai

Prepare for Release

Move an Unreal Engine game from account-billed testing to a packaged build

Prepare for Release

During development the SDK runs on your API key, and AI usage is billed to your account. A packaged build should instead use device auth, so each player signs in with their own PlayKit account and pays for their own AI usage. This page covers the switch.

API Key

No action is required to remove the API key. It is stored in the editor-per-project configuration (EditorPerProjectUserSettings.ini, under the [PlayKit] section), which is not part of a packaged build. Every packaged build uses the device auth flow (UPlayKitDeviceAuthFlow) automatically.

To clear the stored key entirely, open Edit > Project Settings > Plugins > PlayKit SDK and empty the API Key field. This is optional, since the key never ships in a packaged build either way.

To rehearse the player login flow inside the editor, enable Ignore API Key under Edit > Project Settings > Plugins > PlayKit SDK > Advanced.

Production Settings

In Edit > Project Settings > Plugins > PlayKit SDK:

  • Game ID is set to the game being shipped.
  • Enable Debug Logging (under Advanced) is turned off for release builds.
  • Default AI models are set correctly.

Branding

Configure the name, description, logo, and key art shown on the player sign-in and authorization screen. This is set on the PlayKit platform, not in Unreal — see Setting Up Branding.

Release Checklist

  • Branding (name, logo, key art) is configured — see Setting Up Branding.
  • The game presents the device login flow (UPlayKitDeviceAuthFlow) — see the Login Example in the plugin's example content.
  • A packaged build lets a real player sign in, and AI calls are billed to the player's account.
  • Enable Debug Logging is disabled.

Next Steps