General
- Fixed cachedir not being set properly in rare cases
Authentication
- Fixed delete persistent auth function, refresh token was not being handled properly
There are a couple of settings that you can set on the EOSCoreNetDriver to fine-tune your connection settings.
[/Script/OnlineSubsystemEOSCore.EOSNetDriver]
NetConnectionClassName="OnlineSubsystemEOSCore.EOSNetConnection"
MaxNetTickRate=60
NetServerMaxTickRate=60
LanServerMaxTickRate=60
NetClientTicksPerSecond=60
bClampListenServerTickRates=true
MaxClientRate=100000
MaxInternetClientRate=100000
[/Script/OnlineSubsystemEOS.NetDriverEOS]
NetConnectionClassName="OnlineSubsystemEOS.NetConnectionEOS"
MaxNetTickRate=60
NetServerMaxTickRate=60
LanServerMaxTickRate=60
NetClientTicksPerSecond=60
bClampListenServerTickRates=true
MaxClientRate=100000
MaxInternetClientRate=100000
These settings will limit at what rates client and server talk to each other, because of very high framerates (FPS) sometimes the client will hammer the server with data, too much data that it will eventually get dropped.
The settings above will limit the send rate to “60 FPS” rather than spamming the server at the games FPS (100-200++ frames per second)
You can now invite your friends to join your game from the Social Overlay!
First we need to bind the invite accepted event, we do this in our PlayerController (in this example), like this:
The rest is handled by the EOSCore:: plugin in the background, that is all you need to do to get Invites working!
Authenticating the DevTool
Make sure you have added your Credentials in the DevTool and customized to your own needs, we’re going to use port 1111 in this example.
Authenticating the Example Project
You can use the Example Project to Authenticate with the DevTool
Authenticating via Commandline
As of version 1.6.7 you can also authenticate the DevTool via the Commandline.
"C:\UE4Editor.exe" "C:\EOSProject\EOSProject.uproject" -game -log -AUTH_TYPE=DEVTOOL -AUTH_LOGIN=localhost:1111 -AUTH_TOKEN=hulken