EOSCore:: Command line Arguments

Available Arguments

  • -AUTO_LOGIN
    Will attempt to Auto-Login if you have saved PersistentAuth credentails saved on your computer (previous successful authentication)
  • -AUTH_TYPE=DEVTOOL
    See supported list below
  • -AUTH_LOGIN=xxx
    Autentication ID for Auto-Login
  • -AUTH_TOKEN=xxx
    Authentication Token for Auto-Login
  • EOSConfig=configurationName (v1.8.0+)
    Override the default config name used in Project settings

Example Usage

Logging in to your instance of DevTool at localhost:1111

"C:\UE4Editor.exe" "C:\EOSProject\EOSProject.uproject" -game -log -AUTH_TYPE=DEVTOOL -AUTH_LOGIN=localhost:1111 -AUTH_TOKEN=MrX

Auto-Login with previously saved credentials

"C:\UE4Editor.exe" "C:\EOSProject\EOSProject.uproject" -game -log -AUTO_LOGIN

Supported AUTH_LOGIN types (v1.8.0+)

  • -AUTH_TYPE=devtool
    Login using the DevTool
  • -AUTH_TYPE=autologin
    Attempt to autologin using saved credentials from previous session
  • -AUTH_TYPE=portal
    Authenticate using the Browser (portal)
  • -AUTH_TYPE=deviceid
    Login using local device id

EOSCore:: 1.6.7

General

  • New Commandline Argument: -AUTH_LOGIN=xxx
  • New Commandline Argument: -AUTH_TOKEN=xxx
  • New Commandline Argument: -AUTH_TYPE=xxx
  • You can now Auto-Login to the DevTool using the above Commandline arguments.
  • Read more about Commandline Arguments

OnlineSubsystemEOSCore

  • Fixed bAllowInvites attribute not being set properly
    Thanks to Ding for finding this
  • Made Experimental changes to the OnlineSubsystem, it might cause unexpected behavior and if so, the EOSCore:: plugin might have to be run in Standalone or Packaged build in the future.
  • Added a CreateEOSCoreSession node, more settings will be added later

EOSCore:: 1.6.6

OnlineSubsystem

  • Fixed NetUniqueId issues that were not being set correctly when logging in, making it impossible to Create Sessions

Auto-Login

The plugin can now Auto-Login when you start up your Game / Project. To use this feature add “bAutoLogin=true” to DefaultEngine.ini

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

You can also launch your Project / Game with the –AUTO_LOGIN command line argument

"C:\Program Files\Epic Games\UE_4.23\Engine\Binaries\Win64\UE4Editor.exe" "C:\Unreal Projects\EOSProject\EOSProject.uproject" -game -log -AUTO_LOGIN

If you have a valid PersistentAuth saved on your computer, the plugin will now auto-login and authenticate you

EOSCore:: 1.6.5

General

  • Changed how callbacks are handled
  • Code refactoring
  • Updated EOS SDK to version 1.7.1

UI

  • New function: “Add notify display setings updated
  • New function: “Remove notify display settings updated

EOS SDK CHANGELOG

Lobbies

  • EOS_LOBBYMODIFICATION_MAX_ATTRIBUTE_LENGTH has been increased to 64
  • Added EOS_LOBBY_SEARCH_MINCURRENTMEMBERS for searching for a lobby with a minimum member count
  • Added EOS_LOBBY_SEARCH_MINSLOTSAVAILABLE for searching for a lobby with minimum available room for new players
  • Bug Fix: EOS_Lobby_CreateLobby has some additional logging for invalid parameters

Session Based Matchmaking

  • EOS_SESSIONMODIFICATION_MAX_SESSION_ATTRIBUTE_LENGTH has been increased to 64

Social Overlay

  • New: Adding APIs to support notifying the game about the overlay’s exclusive input state. Exclusive input is defined as all mouse and keyboard input will be captured by the overlay and not will not be received by the game.
    • EOS_UI_AddNotifyDisplaySettingsUpdated
    • EOS_UI_RemoveNotifyDisplaySettingsUpdated
  • Bug Fix: Fixed a bug where the social overlay was never notified when a client leaves a session.
  • Bug Fix: Fixed a bug where earning first achievement during session would not prompt a notification.

SteamCore:: 1.24

General

  • Fixed a steam version macro
    Special thanks to OverRated for finding it

Apps

  • Fixed SteamApps not using the Server accessor when running dedicated server

Networking

  • Fixed Networking not using the Server accessor when running dedicated server

Inventory

  • Fixed Inventory not using the Server accessor when running dedicated server

UGC

  • Fixed UGC not using the Server accessor when running dedicated server

Utils

  • Fixed Utils not using the Server accessor when running dedicated server