EOSCore:: 1.8.4.2

General

  • Updated EOS SDK to version 1.10.1

Leaderboards

  • Fixed an issue when fetching leaderboard records

EOS SDK 1.10.1

EOS Core

  • Bug Fix: Fixed rare crash in the SDK task management code. Prior to the change, there was a very small time slice when queuing completion delegates could crash the application.

P2P

  • Bug Fix: Fixed an issue where packets could be sent out-of-order even when configured to be ordered, when packets were sent on the same frame the underlying connection was established.

Social Overlay

  • Bug Fix: EOS_Platform_SetOverlayLocaleCode now informs the Social Overlay of this change and triggers a refresh of the achievements data.

User Info

  • Bug Fix: Fixed a bug where querying user info for display names that include Unicode characters would fail.

EOSCore:: Configuring your Client

How to configure your Client

Beware, this client example will grant the client ALL PRIVILEGES, this might not be ideal in a Live project but it will be fine for testing/development purposes.

Navigate to your Product Settings in the Developer Portal and click on the Clients Tab

Adding a Policy

Scroll down to the bottom of the page and click on “ADD NEW CLIENT POLICY

  1. Give your Policy a name
  2. Select Custom policy type
  3. Make sure “User required” is checked
  4. Check all the Features as shown below

Click on every Feature in the list (Achivements in this example) and make sure “All actions” are allowed

Make sure you do this for all Features

Save your Policy Settings

Creating the Client

In the Product Settings > Clients tab, click on “ADD NEW CLIENT

Give your client a Name and select the Policy we just created in the last step

After you’ve saved your client, confirm that it was added successfully as shown below:

Configuring EAS (Epic Account Services)

This step is optional but required if you want to use Epic Account Authentication.

  • Click on “Epic Account Servces
  • Click on “CONFIGURE” to configure your Application

Nativate to the “CLIENTS” tab and select your EOS client that you just created in the previous step and click on “SAVE

Your client is now ready to be used in your Project!

EOSCore 1.8.3

General

  • Updated EOS SDK to version 1.10.0
  • The plugin will use the Projects SavedDir if unable to use the users Documents folder as a CacheDir

PlayerDataStorage

  • New Function EOSPlayerDataStorageDeleteCache

EOS SDK 1.10.0

New features

  • The SDK now supports the Microsoft Xbox Series X/S and Sony PlayStation 5. Please contact Epic for access to these integrations via this link.
  • The SDK now supports the Microsoft Xbox GDK on the Xbox One and Xbox Series platforms. Please contact Epic for access to this integration via this link.

Release Notes

Lobbies

  • Updated the comment for EOS_Lobby_CopyLobbyDetailsHandle to indicate that the lobby must exist locally with the local user as a member. Dedicated servers, with no user logged in, cannot use this API.

Player Data Storage

  • EOS_PlayerDataStorage_DeleteCache has been added to allow for the removal of all cached files explicitly.
  • EOS_PlayerDataStorage_WriteFile and EOS_PlayerDataStorage_ReadFile will return EOS_InvalidParameters if the user passes 0 as ChunkSize value.
  • A limit on the number of simultaneous active file transfers has been set. At this time it’s set to 10 read transfers and 10 write transfers.
  • Bug Fix: Fix for potential crash during client shutdown if cache is being cleared at the time.

Presence

  • Added an error log when more than one of EOS_PresenceModification_SetJoinInfo, Sessions Service, or Lobbies Service are used at the same time. The EOS SDK integration with the Social Overlay can only use one of these at a time. Using more than one can lead to non-deterministic behavior within the Social Overlay.
  • Presence updates via EOS_Presence_SetPresence that would have previously been explicitly throttled will now be queued and updated at a later time instead of being ignored with a EOS_TooManyRequests result. Only the most recent call will be honored, previously queued calls will be overwritten.
    • We have set a 10RPM per client limit internally. Games that exceed this will need to adjust their rates.

Social Overlay

  • Bug Fix: Fixed a bug where first time players could have a delayed experience with the Social Overlay.
  • Bug Fix: Unlocking Achievements will now update the local cache and trigger the Social Overlay Notification.

Stats

  • EOS_Stats_QueryStats and EOS_Stats_IngestStat have additional validation for the TargetUserId parameter and will return EOS_InvalidUser if not set.

Title Storage

  • The LocalUserId variable can’t be set in queries when in server mode and will generate an error now. All Title Storage functions are affected.

Upgrade notes

Presence

  • Presence updates via EOS_Presence_SetPresence that would have previously been explicitly throttled will now be queued and updated at a later time instead of being ignored with a EOS_TooManyRequests result. Only the most recent call will be honored, previously queued calls will be overwritten.
    • We have set a 10RPM per client limit internally. Games that exceed this will need to adjust their rates.