OSM – Online Session Management (C++ & Blueprint Ready)
OSM (Online Session Management) is a production-ready Unreal Engine plugin that provides a clean, unified solution for multiplayer session creation, discovery, joining, and player management across multiple Online Subsystems.
The plugin is designed to work seamlessly with C++ and Blueprints, making it suitable for both programmers and designers. It includes a simple demo setup, a blueprint example, and a clear setup guide to get you started quickly.
Unified session management built on Unreal’s Online Subsystem architecture
Works with LAN (OnlineSubsystemNull) out of the box
Compatible with Steam and Epic Online Services (EOS) (user-side setup & registration required)
Supports session creation, finding, joining, and destruction
Clean, modular C++ codebase with Blueprint exposure
Includes 12 Blueprint-callable functions and 11 bindable callback events
No changes required to your existing session logic when switching subsystems
LAN / OnlineSubsystemNull (fully tested, local multiplayer)
Steam (OnlineSubsystemSteam) – requires Steam SDK and AppID
Epic Online Services (EOS) – requires EOS SDK and credentials
Note: Steam and EOS compatibility is implemented but not tested by default. Developers are responsible for configuring SDKs, credentials, and player authentication on their side.
A detailed README.txt included in the plugin root directory
Step-by-step copy-paste setup guides for:
LAN (Null)
Epic Online Services (EOS)
Steam
General best practices and troubleshooting tips
Clear notes on subsystem differences and testing requirements
Reading the README before integration is strongly recommended.
Indie developers building multiplayer prototypes or full games
Teams wanting a clean, reusable session management layer
Projects that need to scale from LAN → Steam → EOS without rewriting code
Developers who want Blueprint-driven multiplayer UI with C++ reliability
OSM removes the repetitive boilerplate and complexity of Unreal’s Online Subsystem while keeping full flexibility. You focus on gameplay and UI — the plugin handles the session flow.