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Archives for : eoscore

EOSCore:: Remote Storage

Using Remote Storage

You can use the Epic Online Services Remote Storage for free, with any game, and it’s super simple! Let’s get started!

Setting Up

Make sure you have setup your project, read Getting Started on what you need to setup first!

We’ll use a regular local account for now (you can link external accounts later like your Steam Account, Epic account etc later).

After logging in, it’s just a matter of uploading or downloading our files!

Uploading Files

Downloading Files

It’s as simple as that! The EOSCore:: plugin will handle the rest such as reading, writing and sending data.

Tracking Upload / Download Progress

There is a delegate that you can bind that will broadcast every time EOSCore:: gets an update from the EOS SDK to keep track of how your upload/download is doing.

EOSCore:: Social Overlay

Enabling the Social Overlay

The Social Overlay will be available in Packaged Builds & Running the Standalone Client in Editor ONLY! Running the game in PIE (Play in Editor) is DISABLED!

To use the Social Overlay you must AUTHENTICATE the player (using the regular Connect interface is not sufficient)

Links

Because of how the Social Overlay works, we have to initialize the EOSCore:: plugin before Direct3D is initialized. This cannot be done in blueprints so we have to use the DefaultEngine.ini config file to initialize.

DefaultEngine.ini

[EOSCore]
bEnabled=true
bDebugging=true
ProductId=
SandboxId=
DeploymentId=
ClientId=
ClientSecret=
ProductName=EOSCore Product
ProductVersion=1.0

When adding these config values to the DefaultEngine.ini config file, the EOSCore:: plugin will initialize and enable the Social Overlay hooks.