Accessing Epic Online Services from a Go Backend Service

Epic Online Services (EOS) offer different storage options: Title Storage and Player Data Storage. If backend calls are properly authorized (e.g. using an AWS API Gateway), EOS storage can easily be managed by a backend service. Scope of this post This article presents an example program which can be used to access title storage from a Go backend service. Backend Authorization Usually, all storage-related EOS calls require login. However, running an “accountportal” login on a backend server does not work, because it would simply try to start a web browser on the server. There are other options available to use EOS from a backend service: ...

May 13, 2022 · Lothar May

Differences between Online Subsystem Steam and Online Subsystem EOS

It is not possible to dynamically switch from OSS Steam to OSS Epic Online Services without additional modifications, even though both share the same interfaces. While some features are missing entirely in one or the other, the problems are mainly caused by differences in the implementations of certain features. Scope of this post This post illustrates some differences between the OSS Steam and the OSS EOS. However, it is by no means a complete list of these differences. ...

March 12, 2022 · Lothar May

Using Epic Online Services with Unreal Engine Blueprints

The non-commercial Advanced Sessions Plugin for Unreal Engine can be used to create Blueprint-only games with Epic Online Services. I have made a YouTube video explaining how to do this. Currently, this requires small patches of the plugin, which will hopefully be merged soon. Click on the image to watch this video. Note that the link will navigate to YouTube.com. Epic, Epic Games, Unreal and Unreal Engine are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere.

February 26, 2022 · Lothar May

Reuse of Epic Online Services Authentication

The EOS (Epic Online Services) SDK authentication examples require a login confirmation on each startup, at least for account portal login on desktop systems. Implementing this approach in a game is absolutely not user friendly, because the player would have to re-login each time the game is started. Instead, it is much better to reuse the initial authentication. EOS offers different methods to do that. Scope of this post This post presents two methods to reuse EOS authentication: (1) Persistent authentication and (2) using a refresh token. These methods do not depend on the game being started from the Epic Games Store. ...

October 15, 2021 · Lothar May

AWS Lambda Authorization using Epic Online Services

Maybe you are considering to use Epic Online Services (EOS) for your next big multiplayer game, because the services are available for free and cross play is supported on several platforms. But you will almost certainly need further services to handle features like inventories, and maybe the Player Data Storage does not fit your requirements. Calls to additional services/functions should be authorized just like EOS calls. However, since authorization is handled by EOS, you need to combine these two worlds. ...

June 25, 2021 · Lothar May