![]() The platform-specific versions of EOS SDK contain detailed instructions for using the features of the platform they support.ĮOS OSS converts all stat names to uppercase before passing them to EOS. To use this plugin, you must first register and configure your product in the Developer Portal for each platform you want to support. The key is unique to your game and not known to Epic Games, to protect users' data privacy.ĮOS Plus is an experimental OSS plugin that combines the features of the EOS SDK with those of another online platform (such as Xbox Live, PlayStation, Steam, and so on) into a single, crossplay-compatible Online Subsystem. Unlike other settings, EOS does not manage this Encryption Key and it is not stored in your product settings. For example, if you have MyGameStaging and MyGameRelease artifacts, they will each have their own Deployment IDs.Įncryption Key: When you upload data to an EOS service, this 64-byte hexadecimal string is used to encrypt it. Typically, the product has only a single Sandbox ID.ĭeployment ID: Deployment IDs differ for each artifact. Sandbox ID: The artifact belongs to the sandbox with this ID value. ![]() Product ID: The EOS SDK uses this ID to identify your product. For example, MyGameStaging or MyGameRelease.Ĭlient ID: This ID should start with "xyz" as the first 3 characters.Ĭlient Secret: This is the password that is used to verify your Client ID. You can find settings for your products on the Developer Portal (requires login).Īrtifact Name: This is the name of the artifact. See Artifact Settings for more information about these settings.Īrtifact settings that you configure here should match the settings for your registered product. There must be at least one artifact in the array, and the Default Artifact Name value must match the name of one of the array elements. This array contains settings for each named artifact. For example, your product can have separate internal artifacts for development, testing, and for the released version that your customers use. If the end user attempts to launch the game using any other method, the game's process will terminate and relaunch itself through the Epic Games Launcher.Īrtifacts: The Epic Games Store supports multiple artifacts for a single product. Require Being Launched by Epic Games Store: For titles that ship on the Epic Games Store, activating this setting causes the game to verify ownership before launching, and requires launching through the Epic Games Launcher. This setting has no effect if Enable Overlay is turned off. You can disable this overlay individually while leaving other overlays enabled. Some overlays may be platform-specific, such as the e-commerce overlay which is only valid for titles shipping on the Epic Games Store.Įnable Social Overlay: The social overlay shows information about friends, achievements, and extra authentication steps. You can remove the limit by setting this value to zero.Įnable Overlay: Use this to enable or disable all overlays. Tick Budget in Milliseconds: This setting establishes a per-tick time limit on EOS' operations. For more detail, see the EOS API Reference page about the Platform Options data structure.Ĭache Dir: This is the location in which EOS stores temporary data.ĭefault Artifact Name: Games shipped on the Epic Games Store and that run through the Epic Games Launcher use an artifact name to look up settings data. The following settings relate to EOS' platform-specific configuration. If you have not registered your product with EOS, you can register it on the Epic Developer Portal. Some of the following configuration steps require product-related settings or identifiers received after registering your product with EOS. If you want to add voice chat support through EOS, enable the EOS RTC IVoiceChat plugin as well.Īfter enabling the plugins, you will need to configure them. ![]() Within the Plugin Browser, locate and enable Online Subsystem EOS and EOS Shared. You can find them by going to the Edit menu and selecting Plugins to open the Plugin Browser. To begin leveraging EOS in your project, you must first enable the EOS OSS plugins. ![]() For more information on EAS and EOS, please see the Epic Online Services developer documentation.
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