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Unreal Engine 5.2 EOS OnlineSubsystem

EOS Implementation on Unreal Engine using OnlineSubsystem

This project is an implementation template of Epic Games Online Services via Unreal Engine. The purpose of this project is to have re-usable integrations with EOS.

All implementations are made for Dedicated Servers but can also be used for Listen Servers with minimal change.

Current support

  • Dedicated Server Session ✅
    • Session Creation ✅
    • Session Finding ✅
    • Session Joining ✅
  • Matchmaking ✅
  • Stats ✅
    • Query Stats ✅
    • Update Stats ✅
  • Achievements 🚧
  • Leaderboards 🚧
  • Player Data Storage ❌
  • Anti-Cheat ❌
  • Title Storage ❌
  • Lobbies ❌
  • Friends ❌
  • Parties ❌
  • Presence ❌
  • Steam Crossplay ❌

Config

  • Make sure to have the artifacts configured for the client and server
  • Also make sure you have two clients on your Epic Games Portal matching the last step
  • Select the right artifacts every time you package your project (Client/Server)
  • Include OnlineSubsystem modules on your Project.build.cs
PublicDependencyModuleNames.AddRange(new string[] { "Core", "OnlineSubsystem", "OnlineSubsystemEOS", "OnlineSubsystemUtils", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "EnhancedInput" });
  • Include a manual Login button to avoid crashes
  • Keep in mind that Stats names should always be Uppercase or it can lead to Epic Games API not finding your key value

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