The Online Subsystem Blueprints plugin has several example projects that demonstrate how to use Online Subsystem Blueprints with any available online subsystem.
All of the available example projects are blueprint-only projects that demonstrates how to use the features of the plugin.
Currently the example project covers:
- Logging users in
- Session management (including creating, finding, joining and destroying sessions)
- Connecting to game servers
- Updating presence status
- Parties, invites and friends
- Looking up other users by ID or display name
- Uploading stats
- Viewing achievements
- Viewing leaderboards
- Displaying player avatars
- Accessing files stored in User Cloud
- Accessing files stored in Title File
- Accessing Voice Chat
Please keep in mind that depending on which subsystem you use, various features may or may not be available at runtime. This is a limitation of each platform's implementation, and for most platforms, these implementations are maintained by Epic Games as part of the Unreal Engine source code. Online Subsystem Blueprints simply allows you to access functionality that is otherwise only accessible in C++; it does not implement any platform-specific functionality itself.
All of the example projects contain the exact same blueprint code, so you are able to use these example projects as a base and then switch to a different online subsystem later on, and all of the functionality in the project will continue to work as expected.
If you want to use Online Subsystem Blueprints with a subsystem other than EOS, you can download the non-EOS example projects by cloning the repository from GitLab.
For each of these example projects, please check out the
README.md file located in each project for a guide on how to set up the subsystem. Some subsystems (such as Steam) require you to perform additional configuration before they will work.