How to use the EOS ( Epic Online Services )?

ue4 released the EOS if im not mistaken its for developing online games , but i have no idea hwo to work with it , use or whatever , so some guidance would be appreciated , or even tutorials which there seem to be none .

Right now, EOS supports Metrics (Number of Players; How long Players had a session) and an in-game Ticketing system. You can see their roadmap for more details on additional features and when they’re planned to be added.

I’m working on a Plugin for UE4 which you can get from github, or see the forum post for current details on the development of said plugin.

Other than this, there really isn’t much more information with regards to EOS and certainly nothing for the Online side of games (hosting; matchmaking etc). If you’re wanting to make something online, I’d start by fully understanding UE4s networking system, especially replication, as it’s likely these will be fundamentally linked to the Online Services (when launched for UE4).

Thank you for the detailed answer! I have 3 more questions about the EOS.

If the system is fully released in 2020 as is described in the roadmap, will it be a system similar to SpatialOS? Can the game created using the EOS be hosted on my own server?

And in what way are the game developers going to use it? Through some blueprint nodes, C++ API, a whole new system like the Chaos release recently or a plugin?

EOS itself is having a gradual release, so some features are available right now, others will be added every few months.

My understanding is, it won’t be a system akin to SpatialOS, as that’s an entire mechanism for hosting massive, seamless worlds with huge player numbers. The EOS side of things is about handling matchmaking and forging the connections between players - you will have to set up your Server, host it yourself etc. But then use EOS to handle the requests, add players to specific games and more.

Right now, the only way to access EOS within the Engine is through the plugin I’ve mentioned above. You can access it via C++ and/or Blueprints, with much of the Plugin designed around flexibility, such as using Settings in the Editor.