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CognitoPass
Player accounts with Amazon Cognito for Blueprints and C++: sign-up, sign-in with MFA, password reset, attributes, remembered sessions and AWS credentials through identiβ¦
Highlights
All 13 features βCognitoPass adds complete player accounts to your game using Amazon Cognito user pools, without a separate backend or web layer. Players sign up, confirm their e-mail, sign in, protect their account with an authenticator app, reset a forgotten password and stay signed in between game sessions - all from Blueprint nodes with clear success, challenge and failure pins.
Sign In handles every step Cognito may ask for: an On Challenge pin reports MFA codes (authenticator app, SMS or e-mail), new-password requests and MFA setup, and Respond To Challenge answers them. Setup Authenticator App returns the secret and an otpauth:// link ready for a QR code; Verify Authenticator App confirms it and makes it the preferred MFA method.
Sessions are kept inside the plugin and renewed automatically shortly before the tokens expire. With Remember Session enabled, Restore Session signs returning players in with their saved refresh token. Sign Out works for one device or all devices, and Delete Account removes the account.
Add a Cognito identity pool and CognitoPass registers the signed-in player with it automatically: Get AWS Credentials returns temporary AWS keys scoped to that player, ready to use with the other Alpha XP cloud plugins or any AWS service your IAM role allows. Get Token Claims reads the claims of the ID and access tokens, and the CognitoPass Subsystem broadcasts On Signed In, On Signed Out and On Session Refreshed for your UI.
App clients with a client secret are supported (the SECRET_HASH is computed for you). All requests run on background worker threads with automatic retries, results arrive on the game thread, and tokens and passwords are never logged.
CognitoPass is part of the Alpha XP AWS collection for Unreal Engine 4.27 and 5.8. It includes the AWS SDK for C++ prebuilt for Win64, Linux and Android and ships with styled HTML documentation, including a step-by-step Cognito setup guide with an example IAM policy.
Key features
- Sign Up, Confirm Sign Up and Resend Confirmation Code with custom attributes
- Sign In (user name or e-mail alias + password) with an On Challenge pin
- Respond To Challenge: new password, SMS, authenticator-app and e-mail MFA codes, MFA
- Authenticator-app (TOTP) MFA setup with an otpauth:// URI for QR codes, also during
- Restore Session (remembered refresh token), Refresh Session and automatic token refresh
- Sign Out (this device or all devices) and Delete Account
- Forgot Password, Confirm Forgot Password and Change Password
- Get, Update and Verify User Attributes
- Get AWS Credentials through a Cognito identity pool (authenticated or guest), static
- Get Token Claims (JWT payload as a map and JSON)
- App client secrets supported (SECRET_HASH)
- Game Instance Subsystem events: On Signed In, On Signed Out, On Session Refreshed
- Background worker threads, retries with back-off, timeouts, custom endpoints;
Blueprint & C++ API
Every call is reachable from more than one place β pick the entry point that fits your project:
| Class | Type | Nodes | Use it for |
|---|---|---|---|
| CognitoPassLibrary | Function library | 6 | Session, token and configuration helpers for CognitoPass. |
| Async action nodes | Latent Blueprint nodes | 2 | Latent node with success / failure output pins. |
Callable runs when executed Β· Pure no exec pin, returns a value Β· LatentAsync finishes later and fires its outputs
CognitoPass 6
| Node | Type | Available on | Description |
|---|---|---|---|
| Cancel | Async | Async | Stops waiting for this request: none of its output pins fire any more. The request itself may still complete on AWS. |
| Is Finished | Async | Async | True after Cancel was called or the node finished. |
| Is Signed In() β Boolean | Pure | Static | True while a player is signed in (the tokens may be renewed automatically when a node needs them). |
| Get Session() β Cognito Pass Session | Pure | Static | The signed-in player's session: user name, sub, ID and access tokens and their expiry. Valid is false when nobody is signed in. |
| Get Token Claims(Token: String) β Boolean, Claims, Json | Pure | Static | Decodes the claims of a JWT such as the session's ID Token (for example "email", "sub", "cognito:groups", "exp"). |
| Get User Pool Provider Name() β String | Pure | Static | The identity-pool login key of the configured user pool: cognito-idp.<region>.amazonaws.com/<user pool id>. |
Config 2
| Node | Type | Available on | Description |
|---|---|---|---|
| Set Region(Region: String) | Callable | Static | Switches the AWS region used by every following request (empty = the region of the User Pool Id). |
| Is Configured() β Boolean, Problem | Pure | Static | Checks the settings and returns false with a reason when requests cannot work yet. |
Events & delegates
Bind these in Blueprint (drag off the object β Bind Event) or with AddDynamic in C++.
| Event | Parameters | Fires on | When it fires |
|---|---|---|---|
| On Success | User Confirmed (Boolean), Code Delivery Destination (String), Error (Cognito Pass Error) | CognitoPassSignUpAction | |
| On Failure | User Confirmed (Boolean), Code Delivery Destination (String), Error (Cognito Pass Error) | CognitoPassSignUpAction | |
| On Challenge | Challenge Name (String), Challenge Parameters (Cognito Pass String Map) | CognitoPassSignInAction | |
| On Signed In | Session (Cognito Pass Session) | CognitoPassSubsystem | A player signed in (Sign In, Respond To Challenge, Restore Session or Verify Authenticator App during sign-in). |
| On Signed Out | β | CognitoPassSubsystem | The player signed out, deleted the account, or the saved session was rejected by the user pool. |
| On Session Refreshed | Session (Cognito Pass Session) | CognitoPassSubsystem | The ID and access tokens were renewed (Refresh Session or an automatic refresh). |
Project settings
Configure once under Project Settings βΊ Plugins βΊ CognitoPass β values are saved to the project's config .ini, so they travel with the project and your build.
| Setting | Section | Type | What it does |
|---|---|---|---|
| Region | Connection | String | AWS region of your user pool, for example "us-east-1" or "eu-west-1". Empty = taken from the User Pool Id. |
| User Pool Id | User Pool | String | Cognito user pool, for example "us-east-1_AbCdEf123" (Amazon Cognito > User pools > the pool's overview). |
| App Client Id | User Pool | String | App client of the user pool. It needs the ALLOW_USER_PASSWORD_AUTH and ALLOW_REFRESH_TOKEN_AUTH flows. |
| App Client Secret | User Pool | String | Only for app clients created with a client secret: every request then carries the SECRET_HASH. |
| Remember Session | Session | Boolean | Keep the player signed in between game sessions: the refresh token is stored in the SaveGame slot "CognitoPassSession". Restore Session uses it. |
| Auto Refresh | Session | Boolean | Refresh the tokens automatically (about 5 minutes before they expire) when a node needs them. |
| Credential Mode | Credentials | Credential Mode | Where Get AWS Credentials gets its credentials. |
| Identity Pool Id | Credentials | String | Optional Cognito identity pool, for example "us-east-1:01234567-89ab-cdef-0123-456789abcdef". Signed-in players are registered with it automatically. |
| Allow Guest Access | Credentials | Boolean | Allow unauthenticated (guest) identities before the player signs in. The pool must allow guest access too. |
| Access Key Id | Credentials | String | Access key for Static Keys mode. Keys saved here end up in DefaultGame.ini - use them for development and servers only. |
| Secret Access Key | Credentials | String | Secret key for Static Keys mode. |
| Allow Static Keys In Shipping | Credentials | Boolean | Static keys are refused in Shipping builds unless this is enabled (for example on a dedicated server). |
| Endpoint Override | Connection | String | Custom endpoint, for example a local user-pool emulator such as "http://localhost:9229". Empty = the regional AWS endpoint. |
| Request Timeout Ms | Connection | Integer | Total time a request may take, in milliseconds. |
| Connect Timeout Ms | Connection | Integer | Time allowed to open the connection, in milliseconds. |
| Max Retries | Connection | Integer | Automatic retries with exponential back-off for throttled and transient failures. |
| Worker Threads | Connection | Integer | Worker threads that run requests in the background (requests never block the game thread). |
| Verify SSL | Connection | Boolean | Verify TLS certificates. Only disable for a local emulator. |
| Log Sdk Warnings | Connection | Boolean | Forward SDK warnings and errors to the Output Log (LogCognitoPass). |
Options & enums
| Enum | Values |
|---|---|
| Credential Mode | Cognito Identity Pool Static Keys Default Credential Chain |
Compatibility
One ready-made build per engine version is included in the download β copy the one that matches your project.
| Platform | Supported in |
|---|---|
| Windows | Editor & packaged |
| Linux | Editor & packaged |
| Android | Packaged builds |
| Module | Type | Loading phase |
|---|---|---|
| CognitoPass | Runtime | Default |
Technical details
| Code modules | CognitoPass (Runtime), CognitoPassSdk (External, Source/ThirdParty - prebuilt AWS SDK for C++) |
|---|---|
| Blueprints | 0 Β· C++ classes: 23 |
| Network replicated | No |
| Development platforms | Windows: Yes, Mac: No, Linux: Yes |
| Target build platforms | Win64, Linux, Android |
| Third-party software | Yes - AWS SDK for C++ 1.11.916 (Apache-2.0) and the AWS Common Runtime libraries (Apache-2.0), in Source/ThirdParty/CognitoPassSdk |
| Engine versions | Unreal Engine 4.27 Β· 5.8 β a build for each is included |
| C++ classes | 23 + 4 structs |
| Blueprint nodes | 8 |
| Events | 6 |
| Documentation | Documentation.html (in the download) |
| Download | CognitoPass.zip Β· 37.8 MB |
| Version | v1.0.0 |
What's in the download
| File | What it is |
|---|---|
| CognitoPass 4.27.zip | Plugin build for Unreal Engine 4.27 |
| CognitoPass 5.8.zip | Plugin build for Unreal Engine 5.8 |
| Documentation.html | Documentation (open in a browser) |
Quick start
- Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
- Copy the CognitoPass folder into your project's Plugins/ folder (create it if needed).
- Open the project, enable CognitoPass under Edit βΊ Plugins and restart the editor.
- Fill in Project Settings βΊ Plugins βΊ CognitoPass.
- Right-click in any Blueprint graph and search CognitoPass β or include the public headers from C++.
- Package for your target platform (Windows, Linux, Android).
Good to know
Built for Unreal Engine 4.27 and 5.8. Requires an AWS account; Amazon Cognito usage is billed by AWS. The app client needs the ALLOW_USER_PASSWORD_AUTH and ALLOW_REFRESH_TOKEN_AUTH flows. On Linux and Android the SDK uses the engine's libcurl and OpenSSL and the engine's certificate store. On Win64 the SDK is one DLL with a plugin-specific name, so CognitoPass can be installed next to other AWS-based plugins. The remembered refresh token is stored in a local SaveGame file. Developed and maintained by Alpha XP.
Everything included
- Sign Up, Confirm Sign Up and Resend Confirmation Code with custom attributes
- Sign In (user name or e-mail alias + password) with an On Challenge pin
- Respond To Challenge: new password, SMS, authenticator-app and e-mail MFA codes, MFAβ¦
- Authenticator-app (TOTP) MFA setup with an otpauth:// URI for QR codes, also duringβ¦
- Restore Session (remembered refresh token), Refresh Session and automatic token refresh
- Sign Out (this device or all devices) and Delete Account
- Forgot Password, Confirm Forgot Password and Change Password
- Get, Update and Verify User Attributes
- Get AWS Credentials through a Cognito identity pool (authenticated or guest), staticβ¦
- Get Token Claims (JWT payload as a map and JSON)
- App client secrets supported (SECRET_HASH)
- Game Instance Subsystem events: On Signed In, On Signed Out, On Session Refreshed
- Background worker threads, retries with back-off, timeouts, custom endpoints;β¦
Platforms
Requirements
- Unreal Engine 4.27 and 5.8
- Develop on Windows (Win64)
- Blueprints and C++
In the download
Personal
One non-commercial project
- 1 activation seat
- 1 year of updates
- One end product
- Non-commercial use
- Community support
- 14-day refund window
Commercial
Ship paid products
- 5 activation seats
- 1 year of updates
- One paid end product
- Unlimited end users
- Priority support
- Source files
- 14-day refund window
Extended
Resell & white-label
- Unlimited activation seats
- Lifetime updates
- Unlimited end products
- White-label & resell
- 1-hour SLA
- Seat-free team use
- 14-day refund window
One purchase per product, no subscription. Each licence comes with a signed key β 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.
- v1.0.0Latest
- Unreal Engine 4.27 and 5.8
- Blueprint and C++ API, HTML documentation
Be the first to review CognitoPass β reviews come from customers who bought it, so every one is a verified purchase.
Frequently asked
How do I get the files after paying?
Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.
Which licence do I need?
Personal β One non-commercial project. Commercial β Ship paid products. Extended β Resell & white-label. The Licences tab compares them side by side.
On how many devices can I activate it?
1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.
How long do I get updates?
Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.
Can I get a refund?
Yes β paid licences can be refunded within 14 days, straight from your order page.
Is the download safe?
The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features β In the download, so you can verify the file you receive.
Do I need an account?
No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.
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