How to implement EOS without the need of Epic account for players

I want to release my game on Epic as well as Steam at launch, and so I want to integrate EOS for the multiplayer connectivity part.

Until now I only used Advanced Steam Sessions, which worked fine most of the time, but that won’t work cross-platform / multiple stores.

Also because I want to launch the game on Steam as well, I do not want the player to have to login with an Epic account for EOS, I want to make it so that it works similar to how EOSIntegrationKit does it, where it gives you the option to login with a device id, which is done in the background, no input from player. I would have simply used that plugin, but it doesn’t get updated that often.

I found this tutorial, but unfortunately it requires an Epic account, and from what I read from other sources, for the device id part you will have to use EOS SDK, the plugins that come with the engine do not have this function yet.

With all this in mind, does anyone have some good tutorials to follow? I do not need any other features from EOS services other then: hosting, finding and joining a lobby. I do not need leaderboard, friends, invites…, just those 3 functions with VOIP.

Now I know that all this will not be available straight in blueprints, and I will have to write some C++ functions, but that is fine, as my game is already hybrid to fix some broken or missing features in the engine for blueprints.