LogoLogo
What's new?StatusMSquared
  • Morpheus Platform Documentation
  • What is Morpheus Platform?
    • Glossary
    • Interoperability
    • Support
    • EULA
  • Firewall Problems
  • CREATION
    • Unreal Development
      • Get Started
        • Download the Editor
        • Upload Content
        • Creating your Own Map
        • Morpheus Base Project
        • Differences from Unreal
          • Character Configuration
        • Morpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • Editor Versions
      • Performance Guarantees
      • Features & Guides
        • Example Plugin
          • Nameplates
          • In-Game Roles
          • Resizing
        • Actor Pooling
        • Audio
        • Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT Collection
          • Capsules and Mesh Transforms
        • Bots
        • Chat
          • Unreal Text Chat
        • Control Panels
          • Control Panel Configuration
          • DJ Booth Mission Control
          • Observer Controls
        • Crowd Audio
        • Crowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • Helpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics Settings
          • Listening to Inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • Loading Screen
        • Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • MML
        • Motion Capture
        • Networking
        • Notifications
        • Raycastable Crowd
        • Singletons
        • Streaming & Multiplatform
          • GFN on Mobile
        • UI
          • "UI Mode"
        • User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • Video Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • Visual Debugging
          • Inspector
        • Web UI
        • Online Services
          • KV Store Service
        • Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • World Travel
          • World Travel in the Editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • Workflows
        • Upgrade the Editor
        • Editing Project Settings
        • Profiling
        • Marketplace Importing
        • Extra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • Best Practices
    • Worlds
      • Invite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • Running Events
      • Large Scale Events - Checklist
      • Anti-Cheat (EAC)
      • Player Entry
        • React Native
        • Steam
        • Hardware Requirements
      • Broadcast
        • OBS Integration
      • Failover
      • Capacity and Queue Management
  • ADMINS
    • Access Control
      • Add Metaverse Contributors
      • Create a New Project
    • Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • Settings
      • Projects
  • APIs and Tooling
    • API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • Template Web App
      • Moderation
    • Pixel Streaming
    • Launcher
  • Integrations
    • Analytics
      • Send Events from Web
      • Send Events from Unreal
    • Chat
      • Integrate Pubnub with your Unreal Project
      • Add Moderation to Chat
Powered by GitBook
On this page
  • 1. Set a database to store messages
  • 2. Add your redis to your Unreal project's live config

Was this helpful?

  1. APIs and Tooling
  2. Template Web App

Moderation

PreviousTemplate Web AppNextPixel Streaming

Last updated 2 days ago

Was this helpful?

The admin page gives you access to an example moderation system. Admins can access text message and voice transcription history from worlds started from your organisation.

Admins can also mute and ban players from this page. Messages are checked against a modifiable list of banned profanity (this is stored in Live Config), and offending messages are highlighted in red.

To use the admin page you must set up the following:

1. Set a database to store messages

    1. Create an account.

  1. Create a new database via the Redis Cloud console.

    1. For the purpose of this example it doesn't matter which cloud vendor or region you choose.

  2. Go to the General section and note down these values:

    1. REDIS_HOST: This will be listed as "Public endpoint" and will look like: redis-13619.c338.eu-west-2-1.ec2.redns.redis-cloud.com

      1. It will have a colon and another number at the end of it. Remove that from the vale that you note down.

    2. REDIS_PORT: This is a subset of Redis Host. It's the number after redis- (13619 in the example above).

  3. Go to the Security section and note down these values:

    1. REDIS_USERNAME - This should be default

    2. REDIS_PASSWORD - This is listed as "default user password".

2. Add your redis to your Unreal project's live config

For moderation to function your Unreal project needs to know where to send messages to. Let's tell the Unreal project about our database.

  1. In your IDE, open Config/LiveConfig/Overrides/game.override.json

  2. Replace its contents with the following:

{
  "Inventory": {
    "HidePlaceMode": true,
    "Quickbar": {
      "GadgetTabSlots": 8,
      "EmoteTabSlots": 8,
      "UsingEquipmentTabs": true
    }
  },
  "Moderation": {
    "ModerationSiteUrl": "http://localhost:3000/api/",
    "UseSpeechToText": true
  }
}
  1. Once you're happy that this works locally, replace ModerationSiteUrl with [your-vercel-app-url]/api/

    1. This new upload is necessary to update the Live Config that the world will use.

  2. Deploy your world.

You should now see any messages that have been sent come through to your Vercel hosted Moderator app! Messages that are potentially dangerous will be flagged in red.

For this example we will use , a free database that allows you to store up to 30MB of data in their Key Value store.

Go to and select the free database that you just created. This will take you to the database's Configuration tab.

Follow the steps in to declare the following values that you just noted down as environment variables in Vercel.

Once set up, all messages sent via your game client will be stored in your Redis database. The template app allows you to configure various settings (such as the max messages to store per world, the time to live for each key stored in Redis, and the key prefix for message values). You can configure these in your app's file.

In this snippet ModerationSiteUrl is set as localhost. This means that you can test it against a locally deployed version of .

Follow these steps to deploy a world: .

Your new world will have a new WORLD_ID. You need to update the WORLD_ID of your Vercel app, then the app for the variable change to take effect.

Redis Cloud
https://cloud.redis.io/#/databases
Managing environment variables
constants/config.ts
morpheus-platform-example-app
Upload Content
Environment Variable
redeploy
The users page, listing all players who have sent a message.