# Frameplay Session
A session establishes a connection to the Frameplay servers which is required for sending metrics and loading advertisements.
A valid session is required at runtime for Ad Spaces to request and load advertisements.
A session does not need to be stopped, this is handled automatically on application quit.
# Starting a Session
Begin by calling Frameplay.StartSession().
# Frameplay Data Asset (Required)
This is a reference to the Frameplay Data Asset. This can be referenced by a Blueprint or loaded using C++.
# Player Data (Optional)
The player Age, Sex, Gamer ID or Tag and Language can be sourced from a client API or a custom login. This data allows for targeted advertisements.
# Registered Cameras
The Frameplay Session requires knowledge of a Camera to use for gathering metrics and triggering advertisements colliders.
Only one camera component (or a camera manager) can be registered at a time.
Camera Components can be registered and unregistered when required.
APlayerCameraManager* UExample::playerCameraManager; UFrameplayManager::RegisterCameraManager(playerCameraManager); UFrameplayManager::UnregisterCamera();