Joining a Friend

How to Join a Friend

You can now join your friends from the Social Overlay!

To enable this functionality, all you need to do is to bind a delegate and join the session.

Version 1.8.0 and onwards (UE 4.25+)

Binding the delegate (Legacy, pre 1.8.0)

EOSCore:: 1.7.0

General

  • Fixed cachedir not being set properly in rare cases

Authentication

  • Fixed delete persistent auth function, refresh token was not being handled properly

EOSCore:: Customizing the NetDriver

There are a couple of settings that you can set on the EOSCoreNetDriver to fine-tune your connection settings.

DefaultEngine.ini (pre v1.8.0)

[/Script/OnlineSubsystemEOSCore.EOSNetDriver]
NetConnectionClassName="OnlineSubsystemEOSCore.EOSNetConnection"
MaxNetTickRate=60
NetServerMaxTickRate=60
LanServerMaxTickRate=60
NetClientTicksPerSecond=60
bClampListenServerTickRates=true
MaxClientRate=100000
MaxInternetClientRate=100000

DefaultEngine.ini (v1.8.0+)

[/Script/OnlineSubsystemEOS.NetDriverEOS]
NetConnectionClassName="OnlineSubsystemEOS.NetConnectionEOS"
MaxNetTickRate=60
NetServerMaxTickRate=60
LanServerMaxTickRate=60
NetClientTicksPerSecond=60
bClampListenServerTickRates=true
MaxClientRate=100000
MaxInternetClientRate=100000

These settings will limit at what rates client and server talk to each other, because of very high framerates (FPS) sometimes the client will hammer the server with data, too much data that it will eventually get dropped.

The settings above will limit the send rate to “60 FPS” rather than spamming the server at the games FPS (100-200++ frames per second)

EOSCore:: Inviting your friends

You can now invite your friends to join your game from the Social Overlay!

Demonstration Video

Binding the event (Legacy, pre 1.8.0)

First we need to bind the invite accepted event, we do this in our PlayerController (in this example), like this:

Binding the event (1.8.0+)

The rest is handled by the EOSCore:: plugin in the background, that is all you need to do to get Invites working!