Is it possible to use the integration function to connect third-party users to the project?

Hi guys, can the developers add a more convenient plugin in the new versions that would allow for creating a session on the host computer for collaborative development on a project? When will this convenient plugin appear? Is it a paid service? Please let me know.

hi @VipFoxe

Sent your request to Epic Developer Assistant

Epic Developer Assistant For Unreal Engine | Epic Developer Community

For those not registered with Unreal here is the answer given

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Is it possible to use the integration function to connect third-party users to the project?

To provide you with the most accurate technical guidance, I need to clarify a few details regarding your project:

  1. Which third-party service are you looking to integrate (e.g., Steam, Epic Games Store, Google, PlayStation Network, etc.)?
  2. What do you mean by “integration function”? Are you referring to a specific system like the Online Subsystem (OSS), the Epic Online Services (EOS) Plugin, or a custom API?
  3. Which implementation method are you using: Blueprints or C++?

General Overview

Yes, it is possible to connect third-party users to an Unreal Engine project. This is typically handled through the Identity Interface within the Online Subsystem or the Connect Interface within Epic Online Services.

Key Systems for Integration

  • Online Subsystem (OSS): This is the engine’s primary abstraction layer for online services. It allows your game to communicate with platforms (like Steam or Xbox) using a unified set of functions.
  • EOS Connect: If you are using Epic Online Services, the Connect Interface allows you to link external accounts (like Steam or Apple) to a unique Product User ID (PUID). This enables cross-platform progression and social features without requiring an Epic Games account.
  • Identity Interface: This is the specific C++ or Blueprint interface used to authenticate a local user with an online service.

Typical Integration Workflow

  1. Project Setup: You must enable the relevant plugin (e.g., Online Subsystem Steam or Online Services EOS) and configure your DefaultEngine.ini with the necessary credentials (App IDs, Client Secrets, etc.).
  2. Authentication: You call the Login function. This takes FOnlineAccountCredentials, which include the token or ticket provided by the third-party platform.
  3. Account Linking: Once authenticated, the project receives a UniqueNetId (OSS) or a PUID (EOS). This ID is used to track the user, manage their data, and facilitate interactions like matchmaking or leaderboard updates.
  4. Verification: For security, you should use the QueryVerifiedAuthTicket function to ensure the user’s identity is legitimate before allowing them to join a dedicated server.

Performance & Best Practices

  • Avoid Hard Coding: Keep sensitive third-party API keys in configuration files or secure backend environments, never hard-coded in C++ or Blueprints.
  • Async Logic: Authentication is an asynchronous process. Always use Delegates (C++) or Event Callbacks (Blueprints) to handle success or failure to avoid freezing the game thread.
  • Elimination Events: When handling competitive play, ensure that user IDs are correctly mapped so that when a player triggers an elimination, the stats are recorded accurately to the third-party backend.

If you can provide the specific platform and toolset you are using, I can provide a step-by-step guide and code recipes for your implementation.

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