UE5 Online Services

Does anyone have an example, video or code, of the Online Services plugin?

To be clear, I’m talking about the Online Services and not the Epic Online Services (EOS).

The only source I’ve found so far is the official docs and the code, but it would be great if I can see an example.

I appreciate any help.

Thanks in advance :pray::smiley:

Epic Online Services is not that simple. Maybe there is an example project (I think Lyra game uses some). But you must be more specific on what do you want. If you google out something for Leaderboards, for example, you should be able to find it quite easily :slight_smile:
https://www.youtube.com/results?search_query=Unreal+Engine+leaderboards

Thanks for the recommendation @Bojann :pray:

I want to work with the lobby interface for now, but I’ll definitely search more.

You can try Advanced Sessions plugin. It is awesome, and I’m using it for my game.

You can see their code, and how they did all the things, and therefore do it yourself. Otherwise, I would search YouTube for detailed tutorial.

Yeah I tried it in a separate project alone, it’s straightforward and great.

I’m trying out the options that are offered. Online Services seems great, but it’s still in beta, so I’ll try it out and see.

If I end up using it, I’ll add my project to the post.

Thanks again :smiley:

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Yes, Lyra is a hybrid… it use both systems. It’s a good example, I’m using it too.

But the lobby interface is a disaster… the last time I tested it (in UE5.1) it had some horrible bugs related to the schematics.

I hope they have fixed them in UE5.3 because otherwise it is impossible to use.

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Thanks for the reply @Ivan3z

Wow, that’s unfortunate. I am using 5.1 :laughing:

It seems that currently it might not be the best option.

Unfortunately it is the only option.

Online Subsystem

Use the Online Subsystem for any title shipping in the near future, or when you do not plan to incorporate any engine upgrades beyond UE 5.1 into the project.

I think Epic should fix bugs instead of making new things… There are more and more new features and old bugs are not fixed.

It’s like changing the wheels on a car knowing that what’s failing is the carburetor.

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@Bojann does the Advanced Session plugin work with platforms outside steam?

I think you must to know Avanced Session is just a wrapper for Online Subsystem… a frendly blueprint wrapper

Advanced sessions does, Advanced Steam Sessions does not.

As for the loobies, yes it works, since it’s just wrapping blueprints calls around Epic Online Subsystem. I’m using it for my game that is on Steam, and GOG. And it works on both platforms.

Advanced Steam Sessions on the other hand is steam specific, and does things only for Steam. For example, I use it’s implementation to get user avatar. And it works only for Steam. I had to make my own implementation to get avatar from GOG.

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What engine version are you using?

Maybe you can give a hand this guy.

I answer him in spanish because he is spanish… but the question is in English. Don’t worry about the language. He masters Google Translater perfectly.


Oopss, I forgot… where he says I believed, he really means I created

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Since my game is about to release, I’m still on 4.27. And I don’t want to update to 5 this late in development lifecycle. So I’m afraid I can’t help much there. But I can try :slight_smile:

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I know what you’re talking about.

I also started my project in 4.27 and in blueprint… Now I am in 5.3 and all my code is in C++. (I had to translate all my blueprints)…

I once had an access violation in the constructor of a bluprint and I could never recover that blueprint again. I had to remove it or the engine wouldn’t start. All the pins on the other blueprints were broken.

It was a complete disaster…

Additionally they changed (or updated) the structures. I could no longer edit the members of the structures from blueprint.

The for loops and arrays have memory in blueprint… if you change the data type they no longer work… you have to delete them and create new ones.

I also had my sessions done with OnlineSubsytem… Epic changed the libraries and I had to do all the work again from scratch using OnlineServices.

Every time they release a new version they make radical changes. Thanks to the fact that now all my code is in C++ I can update it very easily. But with blueprint it is a nightmare to do this.

Due to my bad experience. I would advise everyone to use blueprint as little as possible. And update the version of the engine as soon as possible.

Yeah, it becomes a mess sometimes. So this is why I decided to bail off the UE5. But, since my game will, hopefully, go to Switch, UE5 is a must. Fortunately porting hous will do it :smiley:

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@Bojann Thanks a lot.

I’ve checked lyra, and it seems the main thing they’re using is CommonUser plugin, which has an option to use oos or Online Services, buuut it’s as easy to implement as the Advanced Sessions.

Lyra uses both!!
OnlineSubsytem=OSS1
and
OnlineServices=OSS2
I used Lyra to learn how to use OnlineServices.
If you are in UE5.3 and want to continue updating you should choose OSS2. Otherwise you will not be able to update in the future. Or you’ll have to do the job twice.

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