Developing Player-Hosted Games for the Chinese Market – EOS Backend Availability & Connectivity Questions

Hello,

I’m currently developing a multiplayer game using Epic Online Services (EOS) with player-hosted sessions, and I’m exploring how to support players in China. I came across an article mentioning that Epic does not operate backend servers in China, which raises a few questions:

  • From my understanding, EOS backend services such as STUN servers, Session discovery, Stats, Achievements, and Friends module servers are hosted outside of China. Can players within China (both clients and hosts) still use these services without issue?
  • Will the Great Firewall of China interfere with connectivity to these external EOS servers?
  • If there are known challenges, what tools or techniques can be used to mitigate potential connectivity issues?
  • Certain EOS features (e.g., Sessions, Friends, Stats, and Achievements) might require China-specific APIs.
  • Are there alternative API versions for these services specifically for China, or should I expect potential compatibility issues?
  • Are there any additional China-specific issues I should be aware of when implementing player-hosted games?

Thanks in advance