My previous understanding is that both should do the same thing. i.e. letting game launcher pass a deploymentId so that the game client can use to communicate with EAS/EGS. However, when i was trying that out today there are several surprises:
- When I set the developmentId in the artifacts page, then go to that deployment in the Deployment page in Product Settings, I can’t see any linked artifacts.
- When I set the deploymentId in a Dev artifact, I can only choose between Dev deploymentIds. However, in the Deployment page, I can choose a Dev artifact even for a Live deployment.
This tells me that these are two different things. Can someone help me understand better on what I am supposed to do with the deployments?
Hey there, talking with our technical team I was able to find some information for you:
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Mapping deployments to artifacts (https://dev.epicgames.com/docs/epic-games-store/services/launcher-invites#mapping-artifacts-to-deployments) is only necessary when you want to use game invites through Epic Online Services (either using Sessions, Lobbies, or Custom Invites), and have those invites be actionable in the Epic Games Launcher. Mapping the deployments will tell the launcher which artifact to launch when an invite is accepted in the launcher.
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Selecting a deployment ID on an artifact (https://dev.epicgames.com/docs/epic-games-store/store-presence/manage-artifacts#select-deployment-id) is done so the Epic Games Launcher will pass the -epicdeploymentid command line parameter to the game when launched, so you can use that ID to initialize the EOS SDK without having to manually keep track of deployment IDs in code. This is useful because the deployment ID will be different for each sandbox, so with this configuration you can just use the -epicsandboxid and -epicdeploymentid command line parameter values directly.
Hope that helps, let me know if you need further information!