# Voice-only quickstart (/en/realtime-media/rtc/voice-quickstart/unreal)

> For AI agents: see the complete documentation index at [llms.txt](/llms.txt).

This Unreal Engine quickstart shows you how to create a basic Voice Calling app using the Agora RTC SDK.

## Understand the tech

To start a Voice Calling session, implement the following steps in your app:

* **Initialize the Agora Engine**: Before calling other APIs, create and initialize an Agora Engine instance.

* **Join a channel**: Call methods to create and join a channel.

* **Send and receive audio**: All users can publish streams to the channel and subscribe to audio streams published by other users in the channel.

![Video calling workflow](https://assets-docs.agora.io/images/voice-sdk/get-started-sdk-voice.svg)

## Prerequisites

* Unreal Engine 4.27 or higher

* Prepare your development environment according to your target platform and engine version:

  | Dev environment requirements                                                                                   | Other requirements                                                                                                                                                                  |
  | :------------------------------------------------------------------------------------------------------------- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
  | [Android](https://docs.unrealengine.com/4.27/us-EN/SharingAndReleasing/Mobile/Android/AndroidSDKRequirements/) | -                                                                                                                                                                                   |
  | [iOS](https://docs.unrealengine.com/4.27/us-EN/SharingAndReleasing/Mobile/iOS/SDKRequirements/)                | A valid Apple developer signature.                                                                                                                                                  |
  | [macOS](https://docs.unrealengine.com/4.27/us-EN/Basics/InstallingUnrealEngine/RecommendedSpecifications/)     | A valid Apple developer signature.                                                                                                                                                  |
  | [Windows](https://docs.unrealengine.com/4.27/us-EN/Basics/InstallingUnrealEngine/RecommendedSpecifications/)   | 32-bit Windows only supports Unreal Engine 4 and below. To use Unreal Engine with 32-bit Windows, uncomment the code relating to `Win32` in the `AgoraPluginLibrary.Build.cs` file. |

* Two physical devices for testing

* A microphone

* A valid Agora account and project. Please refer to [Agora account management](manage-agora-account.md) for details.

## Set up your project

This section shows you how to set up your Unreal Engine project and install the Agora RTC SDK.

<Tabs>
  <TabsList>
    <TabsTrigger value="new-project">
      Create a new project
    </TabsTrigger>

    <TabsTrigger value="existing-project">
      Add to an existing project
    </TabsTrigger>
  </TabsList>

  <TabsContent value="new-project">
    Refer to the following steps or the [Unreal official guide](https://docs.unrealengine.com/4.27/us-EN/Basics/Projects/Browser/) to create a new project. If you already have an Unreal project, skip to the next section.

    1. Open Unreal Engine. Select **Games** under **New Project Categories**, and click **Next**.

    2. Configure your project as follows:

       * **Template**: Select **Blank**.
       * **Project Defaults**:
       * **Language**: Select &#x2A;*C++**.
       * **Target Platform**: Select **Desktop**.
       * **Project Location**: Enter the project files storage path.
       * **Project Name**: Type a suitable name for your project.

       Click **Create**.

       ![create-project-unreal](https://assets-docs.agora.io/images/video-sdk/create-project-unreal.jpg)
  </TabsContent>

  <TabsContent value="existing-project">
    1. In the Unreal Project Browser, click on **Browse** and locate the `.uproject` file.

    2. Select the project and click **Open**.

    3. Add the Agora dependency library

       In `Project/Source/Project/Project.Build.cs`, add the `AgoraPlugin` using `PublicDependencyModuleNames.AddRange()`.

       ```cpp
       // Add the AgoraPlugin library
       PublicDependencyModuleNames.AddRange(new string[]
       {
         "Core",
         "CoreUObject",
         "Engine",
         "InputCore",
         "AgoraPlugin"
       });
       ```

    4. Create a new C++ class and generate header and library files

       In the Unreal Editor, select **Tools > New C++ Class**, then select **All Classes**, find **UserWidget** and name it `AgoraWidget`. Click **Create Class**. A new C++ class is added to your project and you see `AgoraWidget.h` and `AgoraWidget.cpp` files.

    5. Initialize custom Widget

       Add the following code to your widget header file:

       ```cpp
       protected:
       // Initialize custom Widget
       void NativeConstruct() override;
       ```

    6. Associate C++ classes and Widgets

       In Unreal Editor, click **Content Drawer**, select **Class Settings > Graph**, and set the **Parent Class** under **Class Options** to **AgoraWidget**.

       ![image](https://assets-docs.agora.io/images/video-sdk/associate-classes-unreal.png)

    7. Create a user interface for your app. Refer to [Create a user interface](#create-a-user-interface) to create a bare bones UI. A basic user interface consists of the following elements:

       * A button to join a channel.
       * A button to leave the channel.
  </TabsContent>
</Tabs>

### Install the SDK

Take the following steps to add the Unreal Engine RTC SDK to your project:

1. Download the latest version of Agora Unreal RTC SDK from [Download SDKs](/en/api-reference/sdks?product=video\&platform=unreal-engine) and unzip it.
2. In your project root folder, create a `Plugins` folder.
3. Copy `AgoraPlugin` from the Unreal SDK folder to `Plugins`.

## Implement Voice Calling

This section guides you through the implementation of basic real-time audio interaction in your game.

The following figure illustrates the essential steps:

<Accordions>
  <Accordion title="Quick start sequence">
    ![Quick start sequence](https://assets-docs.agora.io/images/video-sdk/quickstart-voice-call-sequence.svg)
  </Accordion>
</Accordions>

This guide includes [complete sample code](#complete-sample-code) that demonstrates implementing basic real-time interaction. To understand the core API calls in the sample code, review the following implementation steps.

### Import Agora libraries

To import Agora library, add the following to `AgoraWidget.h`:

```cpp
#include "AgoraPluginInterface.h"
```

### Initialize the engine

For real-time communication, initialize an `IRtcEngine` instance and set up an event handler to manage user interactions within the channel. Use `RtcEngineContext` to specify [App ID](manage-agora-account.md), and custom [event handler](#subscribe-to-rtc-sdk-events), then call `RtcEngineProxy->initialize(RtcEngineContext)` to initialize the engine, enabling further channel operations.

Add the `SetupSDKEngine` method declaration and implementation to the following files:

* `AgoraWidget.h`

  ```cpp
  // Fill in your app ID
  FString _appID = "";
  // Define a global variable for IRtcEngine
  agora::rtc::IRtcEngine* RtcEngineProxy;

  private:
    // Create and initialize IRtcEngine
    void SetupSDKEngine();
  ```

* `AgoraWidget.cpp`

  ```cpp
  void UAgoraWidget::SetupSDKEngine()
  {
    agora::rtc::RtcEngineContext RtcEngineContext;

    RtcEngineContext.appId = TCHAR_TO_ANSI(*_appID);
    RtcEngineContext.eventHandler = this;

    // Create IRtcEngine instance
    RtcEngineProxy = agora::rtc::ue::createAgoraRtcEngine();

    // Initialize IRtcEngine
    RtcEngineProxy->initialize(RtcEngineContext);
  }
  ```

### Join a channel

To join a channel, call `joinChannel` with the following parameters:

* **Channel name**: The name of the channel to join. Clients that pass the same channel name join the same channel. If a channel with the specified name does not exist, it is created when the first user joins.

* **Authentication token**: A dynamic key that authenticates a user when the client joins a channel. In a production environment, you obtain a token from a [token server](build/authenticate-users/deploy-token-server.mdx) in your security infrastructure. For the purpose of this guide [Generate a temporary token](manage-agora-account.md).

* **User ID**: A 32-bit signed integer that identifies a user in the channel. You can specify a unique user ID for each user yourself. If you set the user ID to `0` when joining a channel, the SDK generates a random number for the user ID and returns the value in the `onJoinChannelSuccess` callback.

* **Channel media options**: Configure `ChannelMediaOptions` to define publishing and subscription settings, optimize performance for your specific use-case, and set optional parameters.

Add the `Join` method declaration and implementation to the following files:

* `AgoraWidget.h`

  ```cpp
  // Fill in your channel name
  FString _channelName = "";
  // Fill in a valid token
  FString _token = "";

  UFUNCTION(BlueprintCallable)
  void Join();
  UFUNCTION(BlueprintCallable)
  void Leave();
  ```

* `AgoraWidget.cpp`

  For Voice Calling, set the `channelProfile` to `CHANNEL_PROFILE_COMMUNICATION` and the user role to `CLIENT_ROLE_BROADCASTER`.

  ```cpp
  void UAgoraWidget::Join()
  {
    // Set channel media options
    agora::rtc::ChannelMediaOptions options;
    // Automatically subscribe to all audio streams
    options.autoSubscribeAudio = true;
    // Publish video captured by the camera
    options.publishMicrophoneTrack = true;
    // Set the channel profile to live broadcasting
    options.channelProfile = agora::CHANNEL_PROFILE_TYPE::CHANNEL_PROFILE_COMMUNICATION;
    // Set the user role as host or audience
    options.clientRoleType = agora::rtc::CLIENT_ROLE_TYPE::CLIENT_ROLE_AUDIENCE;
    // Join a channel
    RtcEngineProxy->joinChannel(TCHAR_TO_ANSI(*_token), TCHAR_TO_ANSI(*_channelName), 0, options);
  }
  ```

### Subscribe to RTC SDK events

The RTC SDK provides an interface for subscribing to channel events. To use it, inherit from the `IRtcEngineEventHandler` class and override the event handler methods for the events you want to process.

* `AgoraWidget.h`

  ```cpp
  // Triggered when the local user leaves a channel
  void onLeaveChannel(const agora::rtc::RtcStats& stats) override;

  // Triggered when a remote user joins a channel
  void onUserJoined(agora::rtc::uid_t uid, int elapsed) override;

  // Triggered when a remote user leaves a channel
  void onUserOffline(agora::rtc::uid_t uid, agora::rtc::USER_OFFLINE_REASON_TYPE reason) override;

  // Triggered when the local user joins a channel
  void onJoinChannelSuccess(const char* channel, agora::rtc::uid_t uid, int elapsed) override;
  ```

* `AgoraWidget.cpp`

  ```cpp
  void UAgoraWidget::onUserJoined(agora::rtc::uid_t uid, int elapsed)
  {
    // Callback when a remote user joins the channel
    agora::rtc::RtcConnection connection;
    connection.channelId = TCHAR_TO_ANSI(*_channelName);
  }

  void UAgoraWidget::onUserOffline(agora::rtc::uid_t uid, agora::rtc::USER_OFFLINE_REASON_TYPE reason)
  {
    // Callback when a remote user leaves the channel
    agora::rtc::RtcConnection connection;
    connection.channelId = TCHAR_TO_ANSI(*_channelName);
  }

  void UAgoraWidget::onJoinChannelSuccess(const char* channel, agora::rtc::uid_t uid, int elapsed)
  {
    // Callback when the local user successfully joins the channel
    AsyncTask(ENamedThreads::GameThread, =
    {
      UE_LOG(LogTemp, Warning, TEXT("JoinChannelSuccess uid: %u"), uid);
    });
  }
  void UAgoraWidget::onLeaveChannel(const agora::rtc::RtcStats& stats)
  {
    // Callback when the local user successfully leaves the channel

  }
  ```

### Handle permissions

To access the microphone, follow the steps for your target platform:

**Android**
Add the `AndroidPermission` library to obtain device and network permissions:

1. Add the following code to your header file:

   ```cpp
   #if PLATFORM_ANDROID
     #include "AndroidPermission/Classes/AndroidPermissionFunctionLibrary.h"
     #endif
   ```

2. Add the `AndroidPermission` library to the `Project/Source/Project/Project.Build.cs` file:

   ```cpp
   if (Target.Platform == UnrealTargetPlatform.Android)
     {
       PrivateDependencyModuleNames.AddRange(new string[] { "AndroidPermission" });
     }
   ```

3. To check whether Android permissions have been granted, add the `CheckAndroidPermission` method and its implementation to the `AgoraWidget.h` and `AgoraWidget.cpp` files.

   * `AgoraWidget.h`

   ```cpp
   private:
       // Get Android permissions
       void CheckAndroidPermission();
   ```

   * `AgoraWidget.cpp`

     ```cpp
     void UAgoraWidget::CheckAndroidPermission()
         {
         #if PLATFORM_ANDROID
           FString pathfromName = UGameplayStatics::GetPlatformName();
           if (pathfromName == "Android")
           {
             TArray<FString> AndroidPermission;
             AndroidPermission.Add(FString("android.permission.RECORD_AUDIO"));
             AndroidPermission.Add(FString("android.permission.READ_PHONE_STATE"));
             AndroidPermission.Add(FString("android.permission.WRITE_EXTERNAL_STORAGE"));
             AndroidPermission.Add(FString("android.permission.ACCESS_WIFI_STATE"));
             AndroidPermission.Add(FString("android.permission.ACCESS_NETWORK_STATE"));
             UAndroidPermissionFunctionLibrary::AcquirePermissions(AndroidPermission);
           }
         #endif
         }

         void UAgoraWidget::NativeConstruct()
         {
           Super::NativeConstruct();
         #if PLATFORM_ANDROID
           CheckAndroidPermission()
         #endif
         }
     ```

**iOS and macOS**

1. Refer to [How to add the permissions required for real-time interaction to an Unreal Engine project?](/en/realtime-media/rtc/voice-quickstart)

2. In `Project/Source/Project.Target.cs`, add the following code:

   ```cpp
   public class unrealstartTarget : TargetRules
     {
       public unrealstartTarget( TargetInfo Target) : base(Target)
       {
         Type = TargetType.Game;
         DefaultBuildSettings = BuildSettingsVersion.V2;
         if (Target.Platform == UnrealTargetPlatform.IOS)
         {
           bOverrideBuildEnvironment = true;
           GlobalDefinitions.Add("FORCE_ANSI_ALLOCATOR=1")
         }
         ExtraModuleNames.AddRange( new string[] { "unrealstart" } );
       }
     }
   ```

### Leave a channel

To leave a channel call `leaveChannel`. Implement the following method:

* `AgoraWidget.h`

  ```cpp
  UFUNCTION(BlueprintCallable)
  void Leave();
  ```

* `AgoraWidget.cpp`

  ```cpp
  void UAgoraWidget::Leave()
  {
    // Leave the channel
    RtcEngineProxy->leaveChannel();
  }
  ```

### Release resources

When the local user leaves the channel, or exits the game, release memory by calling the `release` method of `IRtcEngine`. Override the `NativeDestruct()` method and add its implementation as follows:

* `AgoraWidget.h`

  ```cpp
  void NativeDestruct() override;
  ```

* `AgoraWidget.cpp`

  ```cpp
  void UAgoraWidget::NativeDestruct()
  {
    Super::NativeDestruct();
    if (RtcEngineProxy != nullptr)
    {
      RtcEngineProxy->unregisterEventHandler(this);
      RtcEngineProxy->release();
      delete RtcEngineProxy;

      RtcEngineProxy = nullptr;
    }
  }
  ```

### Complete sample code

A complete code sample demonstrating the basic process of real-time interaction is provided for your reference. To use the sample code, copy each of the following code blocks and paste it in the corresponding file.

**`Project/Source/Project/AgoraWidget.h`**

<Accordions>
  <Accordion title="Complete sample code for real-time Voice Calling">
    ```cpp
    #pragma once

    #include "CoreMinimal.h"
    #include "Blueprint/UserWidget.h"

    #if PLATFORM_ANDROID
    #include "AndroidPermission/Classes/AndroidPermissionFunctionLibrary.h"
    #endif

    #include "AgoraPluginInterface.h"
    #include "Components/Image.h"
    #include "Components/Button.h"
    #include "AgoraWidget.generated.h"

    UCLASS()
    class UNREALLEARNING_API UAgoraWidget : public UUserWidget, public agora::rtc::IRtcEngineEventHandler
    {
      GENERATED_BODY()

    public:
      // Fill in your App ID
      FString _appID = "";
      // Fill in your channel name
      FString _channelName = "";
      // Fill in Token
      FString _token = "";

      UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (BindWidget))
      UButton* JoinBtn = nullptr;

      UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
      UButton* LeaveBtn = nullptr;

      UFUNCTION(BlueprintCallable)
      void Join();

      UFUNCTION(BlueprintCallable)
      void Leave();

      agora::rtc::IRtcEngine* RtcEngineProxy;

      // Callback triggered when the local user leaves the channel
      void onLeaveChannel(const agora::rtc::RtcStats& stats) override;
      // Callback triggered when a remote broadcaster successfully joins the channel
      void onUserJoined(agora::rtc::uid_t uid, int elapsed) override;
      // Callback triggered when a remote broadcaster leaves the channel
      void onUserOffline(agora::rtc::uid_t uid, agora::rtc::USER_OFFLINE_REASON_TYPE reason) override;
      // Callback triggered when the local user successfully joins the channel
      void onJoinChannelSuccess(const char* channel, agora::rtc::uid_t uid, int elapsed) override;

    private:
      void CheckAndroidPermission(); // Get Android permissions
      void SetupSDKEngine(); // Create and initialize IRtcEngine
      void SetupUI(); // Set up UI elements

    protected:
      void NativeConstruct() override; // Initialize the custom Widget
      void NativeDestruct() override; // Clean up all session-related resources
    };
    ```

    **`Project/Source/Project/AgoraWidget.cpp`**

    ```cpp
    #include "AgoraWidget.h"

    void UAgoraWidget::CheckAndroidPermission()
    {
    #if PLATFORM_ANDROID
      // Get the platform name
      FString pathfromName = UGameplayStatics::GetPlatformName();
      // Check if the platform is Android
      if (pathfromName == "Android")
      {
        // Array to store Android permissions
        TArray AndroidPermission;
        // Add required permissions
        AndroidPermission.Add(FString("android.permission.RECORD_AUDIO"));
        AndroidPermission.Add(FString("android.permission.READ_PHONE_STATE"));
        AndroidPermission.Add(FString("android.permission.WRITE_EXTERNAL_STORAGE"));
        // Request permissions
        UAndroidPermissionFunctionLibrary::AcquirePermissions(AndroidPermission);
      }
    #endif
    }

    void UAgoraWidget::SetupSDKEngine()
    {
      // Create RtcEngineContext
      agora::rtc::RtcEngineContext RtcEngineContext;
      // Set App ID
      RtcEngineContext.appId = TCHAR_TO_ANSI(*_appID);
      // Set event handler
      RtcEngineContext.eventHandler = this;
      // Create and initialize RtcEngineProxy
      RtcEngineProxy = agora::rtc::ue::createAgoraRtcEngine();
      RtcEngineProxy->initialize(RtcEngineContext);
    }

    void UAgoraWidget::SetupUI()
    {
      // Bind event handlers to UI buttons
      JoinBtn->OnClicked.AddDynamic(this, &UAgoraWidget::Join);
      LeaveBtn->OnClicked.AddDynamic(this, &UAgoraWidget::Leave);
    }

    void UAgoraWidget::Join()
    {
      // Set channel media options
      agora::rtc::ChannelMediaOptions options;
      // Automatically subscribe to all audio streams
      options.autoSubscribeAudio = true;
      // Publish the audio collected by the microphone
      options.publishMicrophoneTrack = true;
      // Set channel profile to live broadcasting
      options.channelProfile = agora::CHANNEL_PROFILE_TYPE::CHANNEL_PROFILE_COMMUNICATION;
      // Set user role to broadcaster
      options.clientRoleType = agora::rtc::CLIENT_ROLE_TYPE::CLIENT_ROLE_BROADCASTER;
      // Join the channel
      RtcEngineProxy->joinChannel(TCHAR_TO_ANSI(_token), TCHAR_TO_ANSI(_channelName), 0 , options);
    }

    void UAgoraWidget::Leave()
    {
      // Leave the channel
      RtcEngineProxy->leaveChannel();
    }

    void UAgoraWidget::NativeConstruct()
    {
      Super::NativeConstruct();
    #if PLATFORM_ANDROID
      // Check and request Android permissions
      CheckAndroidPermission();
    #endif
      // Setup UI elements
      SetupUI();
      // Setup Agora SDK engine
      SetupSDKEngine();
    }

    void UAgoraWidget::NativeDestruct()
    {
      Super::NativeDestruct();
      // Clean up resources
      if (RtcEngineProxy != nullptr)
      {
        RtcEngineProxy->unregisterEventHandler(this);
        RtcEngineProxy->release();
        delete RtcEngineProxy;
        RtcEngineProxy = nullptr;
      }
    }

    void UAgoraWidget::onUserJoined(agora::rtc::uid_t uid, int elapsed)
    {
      // Callback when a remote user joins the channel
      agora::rtc::RtcConnection connection;
      connection.channelId = TCHAR_TO_ANSI(*_channelName);
    }

    void UAgoraWidget::onUserOffline(agora::rtc::uid_t uid, agora::rtc::USER_OFFLINE_REASON_TYPE reason)
    {
      // Callback when a remote user leaves the channel
      agora::rtc::RtcConnection connection;
      connection.channelId = TCHAR_TO_ANSI(*_channelName);
    }

    void UAgoraWidget::onJoinChannelSuccess(const char* channel, agora::rtc::uid_t uid, int elapsed)
    {
      // Callback when the local user successfully joins the channel
      AsyncTask(ENamedThreads::GameThread, =
      {
        UE_LOG(LogTemp, Warning, TEXT("JoinChannelSuccess uid: %u"), uid);
      });
    }
    ```

    **`Project/Source/Project/Project.Build.cs`**

    ```csharp
    using UnrealBuildTool;

    public class UnrealLearning : ModuleRules
    {
      public UnrealLearning(ReadOnlyTargetRules Target) : base(Target)
      {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[]
        {
          "Core",
          "CoreUObject",
          "Engine",
          "InputCore",
          "AgoraPlugin"
        });

        if (Target.Platform == UnrealTargetPlatform.Android)
        {
          PrivateDependencyModuleNames.AddRange(new string[] { "AndroidPermission" });
        }

        PrivateDependencyModuleNames.AddRange(new string[] { });

        // Uncomment if you are using Slate UI
        // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

        // Uncomment if you are using online features
        // PrivateDependencyModuleNames.Add("OnlineSubsystem");

        // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
      }
    }
    ```
  </Accordion>
</Accordions>

### Create a user interface

Follow these steps to set up a basic UI for your project or to integrate essential UI elements into your existing interface.

**Create a basic UI**

1. Create **Widget Blueprint**

   In Unreal Editor, click **Content Drawer > Content**, right-click and select **User Interface > Widget Blueprint**. Name the new Widget Blueprint **AgoraWidget** and double-click it to open.

   ![image](https://assets-docs.agora.io/images/video-sdk/unreal-setup-ui-1.png)

2. Create a view canvas.

   Select **Palette > PANEL > Canvas Panel** and drag it to **AgoraWidget**.

   ![image](https://assets-docs.agora.io/images/video-sdk/unreal-setup-ui-2.png)

3. Create join and leave channel buttons in Widget Blueprint

   1. In **AgoraWidget**, select **COMMON > Button**, drag it to the **Canvas Panel**, and rename it to **JoinBtn**. Adjust the button's size and position on the canvas or use the following sample settings:

   * **Position X**：`300`
   * **Position Y**: `700`
   * **Size X**：`240`
   * **Size Y**: `120`

   1. Select **COMMON > Text** and drag it to **JoinBtn**. Select the **Text** control of **JoinBtn**, and change the text content of **Text** to **Join** in the **Details** panel.

   2. Repeat the above steps to create a **LeaveBtn**. Adjust the button size and position according to your layout design.

4. Save your changes.

5. Create a **Level Blueprint** and associate it with the created **Widget Blueprint**

   1. In **Unreal Editor**, click **Content Drawer**, right-click to select **Level**, and name it **agoraLevel**.

   2. Double-click to open **agoraLevel** and click **Open Level Blueprint**.

      ![image](https://assets-docs.agora.io/images/video-sdk/unreal-setup-ui-4.png)

   3. Right-click and enter **Create Widget** in the search box. Select the created **AgoraWidget**, create **Event BeginPlay** and **Add to Viewport** in the same way. Connect them as follows:

      ![image](https://assets-docs.agora.io/images/video-sdk/unreal-setup-ui-5.png)

   4. Save your changes and run the project.

## Test the sample code

Take the following steps to test the sample code:

1. Obtain a temporary token from Agora Console.

2. In `AgoraWidget.h`, update `_appID`, `_channelName`, and `_token` with the app ID, channel name, and temporary token for your project.

3. In the Unreal Editor, click the play button to run your project, then click **Join** to join a channel.

4. Invite a friend to run the demo game on a second device. Alternatively, use the [Web demo](https://webdemo.agora.io/basicVideoCall/index.html) to join the same channel.

   After your friend joins successfully, you can hear each other.

## Reference

This section contains content that completes the information on this page, or points you to documentation that explains other aspects to this product.

* If a firewall is deployed in your network environment, refer to [Connect with Cloud Proxy](build/manage-connection-and-quality/cloud-proxy.mdx) to use Agora services normally.

### Next steps

After implementing the quickstart sample, read the following documents to learn more:

* To ensure communication security in a test or production environment, best practice is to obtain and use a token from an authentication server. For details, see [Secure authentication with tokens](build/authenticate-users/authentication-workflow.mdx).

### Sample project

Agora provides open source sample projects on [GitHub](https://github.com/AgoraIO-Extensions/Agora-Unreal-RTC-SDK/tree/main/Agora-Unreal-SDK-CPP-Example) for your reference. Download or view the [JoinChannelAudio](https://github.com/AgoraIO-Extensions/Agora-Unreal-RTC-SDK/tree/main/Agora-Unreal-SDK-CPP-Example/Source/AgoraExample/Examples/Basic/JoinChannelAudio) project for a more detailed example.

To learn about Agora Unreal Blueprint development, refer to the [Unreal (Blueprint) Quickstart](index.mdx).

### API reference

* [`JoinChannel`](https://api-ref.agora.io/en/video-sdk/unreal-engine/4.x/API/class_irtcengine.html#api_irtcengine_joinchannel)

* [`CreateAgoraRtcEngine`](https://api-ref.agora.io/en/video-sdk/unreal-engine/4.x/API/class_irtcengine.html#api_createagorartcengine)

* [`SetClientRole`](https://api-ref.agora.io/en/video-sdk/unreal-engine/4.x/API/class_irtcengine.html#api_irtcengine_setclientrole)

* [`LeaveChannel`](https://api-ref.agora.io/en/video-sdk/unreal-engine/4.x/API/class_irtcengine.html#api_irtcengine_leavechannel)

### Frequently asked questions

* [How can I listen for audience joining or leaving a channel?](/en/api-reference/faq/integration/audience_event)
* [How can I solve channel-related issues?](/en/api-reference/faq/integration/channel)
* [How can I set the log file?](/en/api-reference/faq/integration/set_log_file)

### See also

* [Error codes](reference/error-codes.mdx)

* [Connection status management](build/manage-connection-and-quality/connection-status-management.mdx)

    
  
      
  
      
  
