Configure advanced filter for content browsing
Overview
With so much content being created, either by developers as official content or by players as user-generated content (UGC), browsing content can become difficult and time-consuming. AccelByte Gaming Services (AGS) offers a way to let players choose and filter content based on their needs, so the player can choose content that reflects their personality, preferences, and style.
In this guide, you will learn how to implement tags, types, and subtypes to content, and also use them to filter content from the game client.
Goals
The goals of this guide are to explain how to:
- Configure predefined tags, types, and subtypes.
- Add tags, types, and subtypes to content.
- Implement content filtering.
Prerequisites
You will need access to:
- The AGS Admin Portal
- The AccelByte Unreal or Unity SDK
- The AccelByte UGC API documentation for further reference
Content tags, types, and subtypes
You can create Types and Tags that can be used to categorize UGC. For example, a custom design for a car might have Vehicle as the Type and Body or Wheels as the Subtype. Tags could also include Car, Vehicle, or Body.
Configure predefined tags
In the Admin Portal under Game Management, click UGC Management and open the Configurations menu.
In the Configurations menu, switch to the Tags tab and click New Tag.
Input the Tag Name. When you're finished, click Add.
The new Tag will be added to the list.
Configure predefined types and subtypes
In the Admin Portal under Game Management, click UGC Management and open the Configurations menu.
In the Configurations menu, click New Type.
Input a name for the new type in the Type Name field. When you're finished, click Add.
The new type will be added to the list. You can also add a subtype by clicking View in the type’s Action menu.
In the Subtypes section, click the New Subtypes button.
Input the Subtype Name. When you're finished, click the Add button.
The new Subtype will be added to the list.
Add tags, types, and subtypes to content
In the Admin Portal, go to UGC Management and click the Contents menu.
Search for the content you want using the provided filters.
Click View under your selected item’s Action column.
On the Content Details Page, click the Edit button next to Type or Subtype.
Select the predefined type and subtype on Edit Type and Subtype screen.
Click Save to confirm the changes.
Click Add More on the Tag field.
Write your new tag, or select from the predefined list.
Click Save to confirm the changes.
Add tags, types, and subtypes to content using the Client SDK
You can use the following function to set the player content metadata, such as tags, types, and subtypes while creating the content:
- Unreal Engine
- Unity
FApiClientPtr ApiClient = FMultiRegistry::GetApiClient();
FString ChannelId = "YourChannelId";
FAccelByteModelsCreateUGCRequestV2 UGCRequest = {};
UGCRequest.ContentType = "application/octet-stream";
UGCRequest.FileExtension = "bin";
UGCRequest.Name = "Custom sports body";
UGCRequest.Type = "Vehicle";
UGCRequest.SubType = "Body";
UGCRequest.Tags = { "Red", "Sporty"};
ApiClient->UGC.CreateV2Content(ChannelId, UGCRequest, THandler<FAccelByteModelsUGCCreateUGCResponseV2>::CreateLambda([](const FAccelByteModelsUGCCreateUGCResponseV2& Result)
{
// Do something if CreateV2Content is successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if CreateV2Content has an error
}));
string channelId = "YourChannelId";
CreateUGCRequestV2 createRequest = new CreateUGCRequestV2
{
ContentType = "application/octet-stream",
FileExtension = "bin",
Name = "Custom sports body",
Type = "Vehicle",
Tags = new[] { "Red", "Sporty" },
CustomAttributes = new Dictionary<string, object>()
};
UGC ugc = AccelByteSDK.GetClientRegistry().GetApi().GetUgc();
ugc.CreateContentV2(channelId, createRequest, result =>
{
if (result.IsError)
{
// Do something if CreateContentV2 has an error
Debug.Log($"Error CreateContentV2, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
return;
}
// Do something if CreateContentV2 is successful
});
You can use the following function to update the player content metadata, such as tags, types, and subtypes:
- Unreal Engine
- Unity
FApiClientPtr ApiClient = FMultiRegistry::GetApiClient();
FString ChannelId = "YourChannelId";
FString ContentId = "YourContentId";
FAccelByteModelsModifyUGCRequestV2 ModifyRequest = {};
ModifyRequest.Name = "Custom sports body";
ModifyRequest.Type = "Vehicle";
ModifyRequest.SubType = "Body";
ModifyRequest.Tags = { "Blue", "Sporty", "Body"};
ApiClient->UGC.ModifyV2Content(ChannelId, ContentId, ModifyRequest, THandler<FAccelByteModelsUGCModifyUGCResponseV2>::CreateLambda([](const FAccelByteModelsUGCModifyUGCResponseV2& Result)
{
// Do something if ModifyV2Content is successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if ModifyV2Content has an error
}));
string channelId = "YourChannelId";
string contentId = "YourContentId";
ModifyUGCRequestV2 ModifyRequest = new ModifyUGCRequestV2
{
Name = "Custom sports body",
Type = "Vehicle",
SubType = "Body",
Tags = new[] { "Blue", "Sporty", "Body" },
CustomAttributes = new Dictionary<string, object>()
};
UGC ugc = AccelByteSDK.GetClientRegistry().GetApi().GetUgc();
ugc.ModifyContentV2(channelId, contentId, ModifyRequest, result =>
{
if (result.IsError)
{
// Do something if ModifyContentV2 has an error
Debug.Log($"Error ModifyContentV2, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
return;
}
// Do something if ModifyContentV2 is successful
});
Content filtering
Content filtering is the process of finding, sorting, and displaying UGC based on various criteria, such as tags, keywords, types, etc. Content filtering also helps players to discover and enjoy UGC that matches their preferences, interests, and skill levels.
Search content by name
You can filter the content using its name. Do this with the following function:
- Unreal Engine
- Unity
FApiClientPtr ApiClient = FMultiRegistry::GetApiClient();
FAccelByteModelsUGCFilterRequest Filter = {};
Filter.Name = "Content Name";
ApiClient->UGC.SearchV2Contents(Filter,
THandler<FAccelByteModelsUGCGetPaginatedUGCContentsResponse>::CreateLambda([](const FAccelByteModelsUGCGetPaginatedUGCContentsResponse& Result)
{
// Do something if SearchV2Contents is successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if SearchV2Contents has an error
}));
UGCGetContentFilterRequestV2 filterRequest = new UGCGetContentFilterRequestV2()
{
Name = "Content Name",
SubType = "Content Subtype",
Tags = new[] { "UGC Tag1", "UGC Tag2" },
Type = "Content Type"
};
UGC ugc = AccelByteSDK.GetClientRegistry().GetApi().GetUgc();
ugc.SearchContentsV2(filterRequest, result =>
{
if (result.IsError)
{
// Do something if SearchContentsV2 has an error
Debug.Log($"Error SearchContentsV2, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
return;
}
// Do something if SearchContentsV2 is successful
});
Use tags to filter content
Advanced tag filtering supports &
as an AND operator, |
as an OR operator, and parentheses ()
for priority. E.g:
tags=sporty
tags=sporty&red
tags=sporty|red
tags=sporty&red|classic
tags=sporty&(red|classic)
The precedence of the logical operator is AND > OR, so if there are no parentheses, the AND logical operator will be executed first.
Allowed characters for operand: alphanumeric, underscore _
and dash - \
Allowed characters for operator: &
|
(
) \
The tags=sporty&red|classic
also equals to: tags=sporty,red|classic
and tags=sporty&tags=red|classic
You can use this function to filter the content using tags:
- Unreal Engine
- Unity
FApiClientPtr ApiClient = FMultiRegistry::GetApiClient();
FAccelByteModelsUGCFilterRequest Filter = {};
Filter.Tags = { "Sporty", "Red|Classic" };
ApiClient->UGC.SearchV2Contents(Filter,
THandler<FAccelByteModelsUGCGetPaginatedUGCContentsResponse>::CreateLambda([](const FAccelByteModelsUGCGetPaginatedUGCContentsResponse& Result)
{
// Do something if SearchV2Contents is successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if SearchV2Contents has an error
}));
UGCGetContentFilterRequestV2 filterRequest = new UGCGetContentFilterRequestV2()
{
Name = "Content Name",
SubType = "Content Subtype",
Tags = new[] { "UGC Tag1", "UGC Tag2" },
Type = "Content Type"
};
UGC ugc = AccelByteSDK.GetClientRegistry().GetApi().GetUgc();
ugc.SearchContentsV2(filterRequest, result =>
{
if (result.IsError)
{
// Do something if SearchContentsV2 has an error
Debug.Log($"Error SearchContentsV2, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
return;
}
// Do something if SearchV2Contents is successful
});
Use types and subtypes to filter content
You can use this function to filter the content using types and subtypes:
- Unreal Engine
- Unity
FApiClientPtr ApiClient = FMultiRegistry::GetApiClient();
FAccelByteModelsUGCFilterRequest Filter = {};
Filter.Type = "Content Type";
Filter.SubType = "Content Subtype";
int32 Limit = 1000;
int32 Offset = 0;
EAccelByteUGCContentSortBy SortBy = EAccelByteUGCContentSortBy::CREATED_TIME_DESC;
ApiClient->UGC.SearchV2Contents(Filter,
THandler<FAccelByteModelsUGCGetPaginatedUGCContentsResponse>::CreateLambda([](const FAccelByteModelsUGCGetPaginatedUGCContentsResponse& Result)
{
// Do something if SearchV2Contents is successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if SearchV2Contents has an error
}), Limit, Offset, SortBy);
UGCGetContentFilterRequestV2 filterRequest = new UGCGetContentFilterRequestV2()
{
Name = "Content Name",
SubType = "Content Subtype",
Tags = new[] { "UGC Tag1", "UGC Tag2" },
Type = "Content Type"
};
UGC ugc = AccelByteSDK.GetClientRegistry().GetApi().GetUgc();
ugc.SearchContentsV2(filterRequest, result =>
{
if (result.IsError)
{
// Do something if SearchContentsV2 has an error
Debug.Log($"Error SearchContentsV2, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
return;
}
// Do something if SearchV2Contents is successful
});
Sort the content
You can use the sorting field to customize how you view the UGC in the game. AGS supports sorting the list of content based on the like count, created time, download count, and content name.
Here is the list of supported sorting options:
- createdTime, createdTime:desc, createdTime:asc
- download, download:desc, download:asc
- like, like:desc, like:asc
- name, name:desc, name:asc
For example, if you want to see the most recent UGC, you can use createdTime:desc
to sort by the creation date in descending order. If you want to see the most popular UGC, you can use like:desc`` to sort by the number of likes in descending order. If you want to see the UGC in alphabetical order, you can use
name:asc` to sort by the name in ascending order. You can also use download to sort by the number of downloads.
You can use this function to sort the content:
- Unreal Engine
- Unity
FApiClientPtr ApiClient = FMultiRegistry::GetApiClient();
FAccelByteModelsUGCFilterRequest Filter = {};
Filter.Name = "Content Name";
Filter.Type = "Content Type";
Filter.SubType = "Content Subtype";
Filter.Tags = { "Sporty", "Red|Brown" };
int32 Limit = 1000;
int32 Offset = 0;
EAccelByteUGCContentSortBy SortBy = EAccelByteUGCContentSortBy::CREATED_TIME_DESC;
ApiClient->UGC.SearchV2Contents(Filter,
THandler<FAccelByteModelsUGCGetPaginatedUGCContentsResponse>::CreateLambda([](const FAccelByteModelsUGCGetPaginatedUGCContentsResponse& Result)
{
// Do something if SearchV2Contents is successful
}), FErrorHandler::CreateLambda([](int32 ErrorCode, const FString& ErrorMessage)
{
// Do something if SearchV2Contents has an error
}), Limit, Offset, SortBy);
int limit = 1000;
int offset = 0;
UGCContentSortBy sortBy = UGCContentSortBy.CreatedTimeDesc;
UGCGetContentFilterRequest filterRequest = new UGCGetContentFilterRequest()
{
Name = "Content Name",
Type = "Content Type",
SubType = "Content Subtype",
Tags = new[] { "Sporty", "Red|Brown" }
};
UGC ugc = AccelByteSDK.GetClientRegistry().GetApi().GetUgc();
ugc.SearchContentsV2(filterRequest, result =>
{
if (result.IsError)
{
// Do something if SearchContentsV2 has an error
Debug.Log($"Error SearchContentsV2, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
return;
}
// Do something if SearchContentsV2 is successful
}, limit, offset, sortBy);