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!

EOSCore:: DevTool

Authenticating the DevTool

Make sure you have added your Credentials in the DevTool and customized to your own needs, we’re going to use port 1111 in this example.

Authenticating the Example Project

You can use the Example Project to Authenticate with the DevTool

Authenticating via Commandline

As of version 1.6.7 you can also authenticate the DevTool via the Commandline.

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

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