<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>UE4 on maygames</title><link>https://www.maygames.net/tags/ue4/</link><description>Recent content in UE4 on maygames</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Sat, 12 Mar 2022 11:34:51 +0200</lastBuildDate><atom:link href="https://www.maygames.net/tags/ue4/index.xml" rel="self" type="application/rss+xml"/><item><title>Differences between Online Subsystem Steam and Online Subsystem EOS</title><link>https://www.maygames.net/posts/2022-03-12-differences-between-oss-steam-and-oss-eos/</link><pubDate>Sat, 12 Mar 2022 11:34:51 +0200</pubDate><guid>https://www.maygames.net/posts/2022-03-12-differences-between-oss-steam-and-oss-eos/</guid><description>&lt;p&gt;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.&lt;/p&gt;
&lt;h2 id="scope-of-this-post"&gt;Scope of this post&lt;/h2&gt;
&lt;p&gt;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.&lt;/p&gt;</description></item><item><title>Using Epic Online Services with Unreal Engine Blueprints</title><link>https://www.maygames.net/posts/2022-02-26-using-epic-online-services-with-unreal-engine-blueprints/</link><pubDate>Sat, 26 Feb 2022 11:34:51 +0200</pubDate><guid>https://www.maygames.net/posts/2022-02-26-using-epic-online-services-with-unreal-engine-blueprints/</guid><description>&lt;p&gt;The non-commercial &lt;a href="https://forums.unrealengine.com/t/advanced-sessions-plugin/30020"&gt;Advanced Sessions Plugin&lt;/a&gt; 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.&lt;/p&gt;
&lt;p&gt;Click on the image to watch this video. Note that the link will navigate to YouTube.com.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://www.youtube.com/watch?v=b7-h54najFY"&gt;&lt;img alt="Epic Online Services with Blueprints" loading="lazy" src="https://www.maygames.net/assets/images/posts/2022/Epic_Online_Services_Introduction_Link.png"&gt;&lt;/a&gt;&lt;/p&gt;
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&lt;sub&gt;&lt;sup&gt;Epic, Epic Games, Unreal and Unreal Engine are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere.&lt;/sup&gt;&lt;/sub&gt;</description></item><item><title>Cross-platform build automation for UE4 projects with Jenkins</title><link>https://www.maygames.net/posts/2020-07-03-cross-platform-build-automation-for-ue4-projects-with-jenkins/</link><pubDate>Fri, 03 Jul 2020 21:45:01 +0200</pubDate><guid>https://www.maygames.net/posts/2020-07-03-cross-platform-build-automation-for-ue4-projects-with-jenkins/</guid><description>&lt;p&gt;Building UE4 projects for Apple devices on Windows is only possible if they are “Blueprint only”. As soon as you are using a single C++ source file, or Blueprint nativization, the project has to be built on Mac OS. While there are cross compilers available for Windows, using Apple SDKs on other systems violates &lt;a href="https://www.apple.com/legal/sla/docs/xcode.pdf"&gt;Xcode EULA&lt;/a&gt;: “&lt;em&gt;You are expressly prohibited from separately using the Apple SDKs or attempting to run any part of the Apple Software on non-Apple-branded hardware.&lt;/em&gt;“&lt;/p&gt;</description></item></channel></rss>