await FlockClient.Instance.Authentication.LoginWithEmailAsync(email, password);Debug.Log($"Signed in as {FlockClient.Instance.CurrentPlayerId}");
Registering is a separate step — RegisterWith…Async — since logging in does not create an
account. Registering an identity that already has one succeeds rather than failing, so you can
send the player to a login.
Each method is an async node under Flock | Auth with On Success and On Failure pins, or a
call on the auth provider in C++. The SDK exchanges the credential your platform SDK produced for
a Flock session.
Unlike Unity, login and register are separate calls — registering does not sign the player in.
Facebook and Discord are login-only; an account must already exist.Registering an identity that already has an account is reported as a success with
bAlreadyRegistered set, so you can send the player to a login rather than show them a failure.See the Unreal SDK guide for the full provider table.
The SDK keeps the player signed in and refreshes their session automatically — you never handle
tokens or expiry yourself. If a player needs to re-authenticate, the SDK raises
FlockEvents.OnAuthExpired.