I’ve got another question My question is: How difficult would it be to implement my own custom Online Subsystem? For example, I have a separate login server (profile service) and a separate friends server (friends service). Now I would like to be able to use these servers from UE4 by using the Online Subsystem interfaces provided by Epic.
First, I guess, I would create new classes which derive from the basic interface classes (interfaces) and implement their methods.
But where should I do this? Should I write an engine plugin? Or should I implement it in my game project or even in a custom source build of the engine itself?
Last seems to be a bit odd, since I don’t want to share my online subsystem with the rest of the world Also, I don’t want to do all the work again for each engine update.
And then another question: If I have implemented the interfaces correctly, how can I tell my game to actually use it as the default online subsystem? I know I can change these settings in the config files (and have to link the module/s), but will UE4 be able to find my custom online subsystem? Do I have to register it under a specific name somewhere in the engine?
Thanks in advance,