Matchmaking
- Fixed SendLobbyChatMsg not sending message correctly
- Fixed GetLobbyChatEntry not parsing messsage correctly
The best way when testing multiplayer is to use the DevTool that is provided by the EOS SDK.
You can obtain the DevTool from the EOS Developer Portal, “Download SDK“
After obtaining your copy of the DevTool, launch the application and create your token.
Remember that for each instance you must use a separate Epic Account, using the same Epic account for multiple instances will not work!
You can play test using either Standalone or launching from Command line
EOSCore version 1.8.0 now has a Login function that is meant to simplify the login process.
AuthType: Password
CredentialsType: DeviceId Access TokenLoginId is your DisplayName
Token is unused
Data is unused
AuthType: AccountPortal
CredentialsType: EpicLoginId is unused
Token is unused
Data is unused
AuthType: PersistentAuth
CredentialsType: EpicLoginId is unused
Token is unused
Data is unused
AuthType: Developer
CredentialsType: EpicLoginId is the address, example: localhost:1111
Token is the token you specified in the developer tool, example: hulken
Data is unused
If you are logging in “manually” by using the EOS Async Blueprint Nodes, you have to update the UniqueNetId manually. You can do it by adding this event to your PlayerController