GENERAL
- Fixed “Get Current Loading Map” when using Seamless travel
- Added a new delegate that is fired when seamless travel is initialized
Seamless crossplay on PC: use crossplay to unify your players and your matchmaking pools across Steam and the Epic Games Store. See What’s new in the documentation for more details.
anticheat_integritytool.cfg, you can now configure settings for your game client, such as the maximum number of active instances of your game allowed on a player’s machine,EOS_AntiCheatClient_PollStatus with a callback function which you can access through EOS_AntiCheatClient_AddNotifyClientIntegrityViolated.AntiCheatServer that players could use to cheat by avoiding detection.~/<game root>/EasyAntiCheat directory, it overwrites the default icon.anticheat_integritytool.exe --help.EOS_AntiCheatClient_RegisterPeerOptions AccountID is now deprecated. PeerProductUserId replaces it.EOS_LCT_AccountPortal and EOS_LCT_ExternalAuth login types now require the EOS redistributable installed with your game.EOS_Connect_OnLoginStatusChangedCallback did not report that the local user’s authentication session had expired.EOS_P2P_QueryNATType to always fail and use the wrong NAT servers if called too soon after EOS_Platform_Create`.EOS_EResult::EOS_Auth_PersistentAuth_AccountNotActive to EOS_EResult::EOS_Auth_AccountNotActive. This removes Persistent because the Epic Account status it returns is not specific to only the persistent (EOS_LCT_PersistentAuth) login type.EOS_Platform_GetDesktopCrossplayStatus API for Windows PC. Games distributed outside the Epic Games Store can use this API to verify that the in-game overlay for Epic Account login is readily available.EOS_Platform_SetApplicationStatusEOS_Platform_SetNetworkStatusEOS_Platform_GetApplicationStatusEOS_Platform_GetNetworkStatusSet APIs for the SDK to work correctly:EOS_Platform_SetApplicationStatusEOS_Platform_SetNetworkStatusKnown Issue: iOS and Android samples are currently not updated with examples of the new suspend / resume and network connect / disconnect APIs.
EOS_EApplicationStatus and EOS_ENetworkStatus.EOS_Ecom_QueryOwnership limit from 32 to 50 to bring the SDK in line with the EOS service request limit of 50.EOS_GetVersion to contain the platform it relates to.EOS_Friends_AcceptInvite, and EOS_Friends_RejectInvite. Games can call these APIs to let players make new friend connections in-game. These APIs were not enabled in previous SDK versions.EOS_Lobby_AddNotifyLobbyInviteRejected and EOS_Lobby_RemoveNotifyLobbyInviteRejected.EOS_CustomInvites_AddNotifyRejected and EOS_CustomInvites_RemoveNotifyRejected functions to bring custom invites in line with the Lobbies Interface and Sessions Interface.EOS_P2P_QueryNATType to always fail and use the wrong NAT servers if called too soon after EOS_Platform_Create.EOS_P2P_SendPacket.Fixed EOS_UserInfo_CopyUserInfoOptions to use the correct API version type EOS_USERINFO_COPYUSERINFO_API_LATEST.Debug_SDL and Release_SDL.EOS_UI_PauseSocialOverlaywhich pauses the Social Overlay and EOS_UI_IsSocialOverlayPaused which checks if the Social Overlay is paused.EOS_UI_ShowBlockPlayer and EOS_UI_ShowReportPlayer. These send a state update to the Social Overlay requesting that a player is blocked or reported.EOS_UI_GetFriendsExclusiveInput so your game can immediately check whether the Social Overlay is in exclusive input mode. Previously games had to keep track of this state using the EOS_UI_OnDisplaySettingsUpdatedCallback callback.DisplayNameSanitized to EOS_UserInfo and EOS_UserInfo_ExternalUserInfo. This contains the sanitized display name when your game is running on platforms that have sanitization support.bParticipantInBlocklist field to EOS_RTC_ParticipantStatusChangedCallbackInfo which reports when a player is added or removed from a block list. Use this to know when a player can’t be heard in a lobby because they are on a block list.NoAffinityMask on RTC threads.LocalUserId and LobbyId in the EOS_Lobby_AddNotifyRTCRoomConnectionChangedOptions struct.ref keyword when you pass options structs in API calls.ref keyword when you pass info structs in callbacks.EOS_LCT_AccountPortal and EOS_LCT_ExternalAuth login types now require the EOS redistributable installed, and your game must launch with the EOS bootstrapper.EOS_Platform_SetApplicationStatusEOS_Platform_SetNetworkStatusEOS_Platform_GetApplicationStatusEOS_Platform_GetNetworkStatusKnown Issue: iOS and Android samples are currently not updated with examples of the new suspend / resume and network connect / disconnect APIs.
ref keyword when you pass options structs in API calls.ref keyword when you use info structs in callbacks.ParticipantStatus is set to EOS_RTCPS_Joined and their bParticipantInBlocklist is initially set to true before updating to their real block status.LocalUserId and LobbyId fields of EOS_Lobby_AddNotifyRTCRoomConnectionChangedOptions are now deprecated.EOS_Lobby_RTCRoomConnectionChangedCallbackInfo callback parameter.EOS_RTC_XXX functions could have attempted to use the network before it was valid to. EOS_RTC_XXX functionality now respects the current EOS_HPlatform network status value.DisplayName field in EOS_UserInfo and EOS_UserInfo_ExternalUserInfo now has a DisplayNameSanitized counterpart representing the version of that name that the platform’s sanitization or filtering functionality has processed.OnNetworkRequested callback in EOS_Switch_InitializeOptions is now deprecated and replaced by the new EOS_Platform_OnNetworkStatusChanged API.Update DefaultGame.ini config section for the loading screen to use the new settings module
[/Script/CommonLoadingScreen.CommonLoadingScreenSettings]
CommonLoadingScreen.ShowLoadingScreenAdditionalSecs=3.000000
LogLoadingScreenHeartbeatInterval=2.000000
SplashScreenImage=/Game/testing_1.testing_1
[/Script/CommonLoadingSettings.CommonLoadingScreenSettings]
CommonLoadingScreen.ShowLoadingScreenAdditionalSecs=3.000000
LogLoadingScreenHeartbeatInterval=2.000000
SplashScreenImage=/Game/testing_1.testing_1