I’m trying to implement a leaderboard system in my game, and I’m working on connecting it with EOS in the process. I have the admin role in the organization, did all the setup as described in the documentation, downloaded the DevAuthTool, ran it, but whenever I make the request I always get EOS_AccessDenied.
I’m calling the Login
method with:
IOnlineSubsystem* OnlineSubsystem = Online::GetSubsystem(this->GetWorld());
if (OnlineSubsystem)
{
IOnlineIdentityPtr OnlineIdentity = OnlineSubsystem->GetIdentityInterface();
if (OnlineIdentity)
{
FOnlineAccountCredentials AccountCredentials;
AccountCredentials.Id = localhost:6300;
AccountCredentials.Token = Context_1;
AccountCredentials.Type = developer;
OnlineIdentity->OnLoginCompleteDelegates->AddUObject(this, &ThisClass::OnLoginWithEOS);
bool bLoginResult = OnlineIdentity->Login(0, AccountCredentials);
}
}
My DevAuthTool is set up the same way, Context_1
on port 6300
.
Do any of you have any clue what might be causing this? I’m using the default dev sandbox and deployment ID that comes when you create the product in the Dev Portal, but I also had no success using the Live Sandbox and Live Deployment ID.
Notes:
-
My application does not have brand settings configured (my organization does not have a valid domain, but apparently that shouldn’t affect authentication since I’m inside the organization).
-
In the
DefaultEngine.ini
, inside the editor, I have these parameters set: -
-
Enable Overlay = true
-
Enable Social Overlay = true
-
Enable Editor Overlay = true
-
Require Being Launched by the Epic Games Store = false
-
Default Artifact Name and Artifact Name set the same as the Client in the Dev Portal
-
IDs set the same as the ones in the Dev Portal
-
-
Client Policy is GameClient /w UnlockAchievements.
-
Permissions and Linked clients are configured in my application. All permissions allowed and LinkedClients with the unique client that I have.
-
Unreal Engine 5.2
-
Tried as accessportal and developer and both ways give the same response.
What am I missing here??