LauncherForge/Unreal Engine game launcher

Unreal Engine game launcher

Build a branded launcher around your packaged Unreal Engine game.

Use LauncherForge for launcher presentation and release delivery, then validate the player launch session inside Unreal Engine through the LauncherForge Auth integration.

  • Packaged Unreal builds
  • LauncherForge Auth integration
  • Validated id, email and valid
Unreal Engine
LauncherForge
Build a branded launcher around your packaged Unreal Engine game.
Keep launcher authentication outside gameplay code.

The launcher handles sign-in and game selection. The packaged Unreal game receives a short-lived launch token, validates it through the integration layer and reads only the runtime identity fields it needs.

Unreal release workflow

Keep launcher authentication outside gameplay code.

The launcher handles sign-in and game selection. The packaged Unreal game receives a short-lived launch token, validates it through the integration layer and reads only the runtime identity fields it needs.

01

Custom Unreal game launcher

Ship a branded Windows launcher around your Unreal title while keeping release infrastructure independent from the game UI.

02

Packaged build publishing

Publish packaged Unreal builds as versioned releases through the same CLI and branch workflow used by the rest of LauncherForge.

03

Launch-token validation

Start the packaged game with a short-lived launch token and validate the session after the game runtime initializes.

04

Minimal runtime identity

The validated session exposes the fields your game needs for initialization: id, email and valid.

05

Blueprint/C++ integration path

Use the LauncherForge authentication subsystem and Blueprint-facing integration helpers according to the plugin setup for your Unreal project.

06

Private QA branches

Keep internal, alpha or beta Unreal builds separated from production while granting access to selected testers.

Runtime handoff

Launcher login to authenticated Unreal session.

Credentials stay in the launcher. The game receives a temporary launch session rather than a reusable account password.

  1. 01
    LOGIN

    The player signs in through your launcher.

    LauncherForge owns the player-facing login, recovery and launcher navigation.

  2. 02
    TOKEN

    The launcher receives a short-lived launch token.

    The token is scoped to the player and the selected launch flow.

  3. 03
    START

    The packaged Unreal game starts.

    The launcher passes the token as part of the game startup context.

  4. 04
    VALIDATE

    Unreal validates the launch session.

    After runtime initialization, the integration validates the token and exposes the player data.

Unreal runtime

Validate the launcher session after startup.

Launcher authentication is intentionally separated from gameplay credentials. The integration gives the packaged game a narrow session contract instead of duplicating the account system inside Unreal.

ValidateLaunchToken()
launch token received
LauncherAuthSubsystem ready
session validation: 200
id: usr_01J8M6GQ
email: player@example.com
valid: true ✓

Unreal + release infrastructure

Connect engine integration to the rest of the launcher workflow.

Authentication is one part of the integration. Builds, patching, automatic updates and private branches remain engine-independent services around it.

Unreal Engine launcher FAQ

Questions about LauncherForge with Unreal Engine.

Use the Unreal integration for runtime session validation while LauncherForge handles releases and launcher operations outside the game.

Does the Unreal game receive the player password?+

No. The launcher handles credentials and the packaged game receives a short-lived launch token for session validation.

What player fields does the validated session expose?+

The current runtime contract is intentionally small: id, email and valid.

Can I use LauncherForge with Shipping builds?+

The Unreal integration is designed around validating the launch session in the packaged game runtime, including production-oriented packaged builds configured according to the integration documentation.

Can I publish Unreal beta builds separately?+

Yes. Branches let you keep production and private testing releases separate while using the same launcher infrastructure.

Is game patch delivery Unreal-specific?+

No. Build scanning, manifests, storage and release delivery are engine independent. Unreal-specific integration is needed for runtime features such as launch-session validation.

// Connect launcher and game runtime

Give your Unreal game a branded release and authentication path.

Use one workflow for packaged builds, updates, private testing and player session validation.

Create an Unreal launcher →