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.

EOS: Testing Multiplayer

Requirements

  • Unreal Engine 4.25+
  • EOSCore:: 1.8.0+
  • Separate Epic Accounts
    Depending on how many game instances you want to test simultaneously, you must have a unique Epic account for each instance
  • Configured OnlineSubsystem

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!

DevTool Credentials

Testing

You can play test using either Standalone or launching from Command line

Authenticating with the DevTool

Logged In

Find and join your session