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General
- A lot of code cleanup / refactoring and optimization
- All ClientData paramaters have been removed from blueprint nodes, as they are unnecessary for blueprint usage.
Player Data Storage
- Most functions are now static
Online Session Interface
- Fixed a nullptr exception when updating a session
- Implemented DestroySession
General
- Changed the logging category for EOSCore:: from EOSCoreLog to LogEOSCore
Lobby
- GetLobbyInviteIdByIndex changed output from being a string to a LobbyIdStruct
- Added a function to Make FLobbyId structs
General Changes
- Changed Tick mechanics for EOSCore:: and OnlineSubsystemEOSCore::
Example Project
IOnlineSessions
- The IOnlineSessions Interface is partially implemented
- You can now use “CreateSession” node to create a game session
- You can now use “FindSessions” node to find game sessions
- You can now use “JoinSession” node to join game sessions
Chat
- A EOSCore:: exlusive Chat Interface is now available!
- Send / Receive chat messages between clients
- The Chat interface will automatically establish a connection between the two clients
- The Chat Interface utilize the P2P Interface, eliminating the possiblity of leaking sensitive information about the clients
Listen for chat messages
Send a chat message
OnlineSubsystemEOSCore
- The OnlineSubsystemEOSCore is now available!
- Connecting / Hosting games using the P2P Interface
- Connect to a remote host using: “open eoscore.user_product_id“
- The OnlineSubsystemEOSCore will handle the NAT Traversal / NAT Punchthrough, no need to configure firewalls or routers.