Authentication¶
Purpose¶
The editor needs permission to access the same private spreadsheets your Google account can access.
Recommended approach¶
Use your own Google access for your team (recommended over Demo). This avoids shared usage limits and gives you control.
Find out more on OAuth Clients
First‑time entry¶
- The first time you click
Configure
, you can paste theClient ID
andClient Secret
. - Later, you can update them in
Project Settings → Plugins → Google DataTable Sync
.
When the browser confirms success, you can close the tab:
Where it is remembered¶
Your sign‑in is remembered per user for the current project (per‑user settings, not committed to source control).
Switching account or resetting¶
Update credentials in Project Settings to switch; the plugin will prompt you to sign in again if the Client ID changes.
Creating your own Google Client ID / Secret (step-by‑step)¶
This detailed guide shows every click needed to generate your own credentials.
Step 1: Create a Google Cloud Project¶
First, we'll create a new project in the Google Cloud Console to house our API settings.
- Go to the Google Cloud Console.
-
If you have existing projects, click the project selection dropdown at the top of the page, then click New project.
-
Give your project a name (e.g., "My Game Data") and click Create.
Step 2: Enable the Google Sheets API¶
Now, we need to activate the specific API that allows our plugin to interact with Google Sheets.
-
Open the navigation menu (☰) and go to APIs & Services → Library.
-
In the search bar, type
Google Sheet
and select the Google Sheets API from the results. -
Click the Enable button to activate the API for your project.
Step 3: Configure the OAuth Consent Screen¶
This screen is what users will see when the plugin asks for permission to access their Google account for the first time.
-
After enabling the API, navigate to the OAuth consent screen tab on the left-hand menu.
-
If this is your first time, you may need to click Get started.
-
Fill out the required App Information (App name, User support email, Developer contact). You can leave the rest blank. Click Save and Continue through the "Scopes" and "Optional Info" sections.
- Choose External for the User Type and click Create.
- On the Test users step, add the Google accounts of everyone on your team who will use this plugin. Only these users will be able to sign in while the app is in "Testing" mode.
-
Once you reach the end of the setup, click the Create button on the summary page.
Step 4: Create the Client ID and Secret¶
This is the final step, where we generate the actual keys to paste into Unreal Engine.
-
From the OAuth Overview page, click Create OAuth client.
-
In the 'Application type' dropdown, select Desktop app. This is a mandatory step for the plugin to work correctly.
- Give it a recognizable name (e.g., "Unreal Plugin Desktop Client").
-
Click Create.
-
Your credentials are now created. The list of clients will appear. To view the secret, click the edit icon (pencil) on the right.
-
You can now see your Client ID and Client secret. Use the copy icons next to each one. These are the values you will paste into Unreal Engine.
Step 5: Enter Credentials in Unreal Engine¶
With the keys copied, return to Unreal Engine.
- Open
Project Settings → Plugins → Google DataTable Sync
. - Unchek UseDemoCredentials.
- Paste the Client ID and Client Secret into their respective fields.
- Ensure the "Redirect Uri" is set to
http://localhost:8080
(this is the default). - Open any DataTable and click
Export
orImport
. The plugin will now use your new credentials to prompt for a one-time sign-in in your browser.
Step 6 (Optional): Go to Production¶
By default, your app is in "Testing" mode, and only the test users you specified can sign in. To allow any user with a Google Account to use your credentials, you can publish the app.
- In the Google Cloud Console, navigate back to the OAuth consent screen and go to the Audience tab.
-
Click Publish app.
-
Confirm the action.
You're done!
Your project is now fully configured with its own secure credentials. You won't need to do this process again for this project.