VSL Games - OSM - Online Session Management

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.


:small_blue_diamond: Key Features
  • 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


:small_blue_diamond: Supported Online Subsystems
  • LAN / OnlineSubsystemNull (fully tested, local multiplayer)

  • Steam (OnlineSubsystemSteam) – requires Steam SDK and AppID

  • Epic Online Services (EOS) – requires EOS SDK and credentials

:warning: 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.


:small_blue_diamond: Included Documentation
  • 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

:pushpin: Reading the README before integration is strongly recommended.


:small_blue_diamond: Who Is This Plugin For?
  • 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


:white_check_mark: Why Use OSM?

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.