# Feature Request: Online Services (OSSv2) needs Friends + Parties (social layer) 

**URL:** <https://forums.unrealengine.com/t/feature-request-online-services-ossv2-needs-friends-parties-social-layer/2698855>\
**Category:** Feedback & Requests\
**Tags:** onlinesubsystem, unreal-engine, CPP, question\
**Created:** [February 10, 2026, 6:21pm UTC](https://forums.unrealengine.com/t/feature-request-online-services-ossv2-needs-friends-parties-social-layer/2698855 "2026-02-10T18:21:54Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![meags27](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@meags27](https://forums.unrealengine.com/u/meags27)\
**Post date:** [February 10, 2026, 6:21pm UTC](https://forums.unrealengine.com/t/feature-request-online-services-ossv2-needs-friends-parties-social-layer/2698855/1 "2026-02-10T18:21:54Z")

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Hi!

UE is clearly migrating toward the **Online Services framework (OSS v2)** (Auth + Sessions have moved), but a big blocker remains: **Social/Friends and Parties aren’t there yet**. I am not using EOS or Steam but a custom backend.

For most multiplayer games, we need:

- **Friends/social graph** (friends list, presence, invites, block, etc.)

- **Parties** (create/join/leave, invites, leader, party/member attributes, events)

Right now, adopting OSSv2 means we still have to keep the **legacy Online Subsystem** (or build custom code) just for friends/parties, which creates a messy hybrid setup and duplicate logic.

**Request:** Please prioritize adding **Friends/Social** and **Parties** interfaces to Online Services so teams can fully migrate off legacy OSS.

**Question:** Is there any public timeline/roadmap for when Friends + Parties will be available in Online Services?

UE Version: **[5.6]**  
Backend: **Custom**

Thanks!
