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Unofficial Epic Online Services wrapper for Godot Engine 4.x (includes demo project) (and Godot 3.x)

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Epic Online Services Godot (WIP)

Project Logo

Unofficial Epic Online Services wrapper for Godot Engine 4.x (includes demo project)

Godot3   Epic Online Services 1.15

Tested on: Windows 10 x64 and Linux x64

Disclaimer: This project is NOT affiliated with Epic Games Inc or Godot Engine. It doesn't endorse Epic Online Services. This project and sample Godot scenes are provided solely for educational purposes and may or may not comply with Epic Games' Design Guidelines, if you plan to release a game make sure you read the Guidelines and any other steps needed to release a public game like asking for user consent, option to delete user data, website with privacy policy and license, etc.

The main branch is for Godot 4

The godot3-mono branch is for Godot 3 Mono (C#) (un maintained)

Support Development

Making this project took a lot of time and effort, reading the Epic Online Services documentation countless times and testing each method in Godot. I would really appreciate if you could support the project in any way.

Buy Me A Coffee
Github Sponsor

Want to support in other ways? Contact me on Discord: @3ddelano

Join the Discord server for discussing suggestions or bugs: 3ddelano Cafe

How does it work

This project uses GDExtension to wrap the Epic Online Services C SDK so that it can be easily used in Godot using GDScript, C#, etc with similar class hierarchy and static type support. It makes use of signals for sending events like user login, logout, achievement unlock, etc.

Installation

This is a regular plugin for Godot 4.x. To install the plugin follow the steps below:

  1. Goto the Releases section and download the latest release
  2. Extract the zip file and copy the addons/epic-online-services-godot folder into the addons/ folder in of your project.
  3. Goto Project->Project Settings->Plugins and enable the Epic Online Services Godot 4.x plugin.
  4. You can now use the plugin. Head to the Documentation for more information on how to use the plugin. Use the below simple script.
    # In main script
    extends Node
    
    func _ready() -> void:
        # Initialize the SDK
        var init_options = EOS.Platform.InitializeOptions.new()
        init_options.product_name = "PRODUCT_NAME_HERE"
        init_options.product_version = "PRODUCT_VERSION_HERE"
    
        var init_result := EOS.Platform.PlatformInterface.initialize(init_options)
        if init_result != EOS.Result.Success:
            print("Failed to initialize EOS SDK: ", EOS.result_str(init_result))
            return
    
        # Create platform
        var create_options = EOS.Platform.CreateOptions.new()
        create_options.product_id = "PRODUCT_ID_HERE"
        create_options.sandbox_id = "SANDBOX_ID_HERE"
        create_options.deployment_id = "DEPLOYMENT_ID_HERE"
        create_options.client_id = "CLIENT_ID_HERE"
        create_options.client_secret = "CLIENT_SECRET_HERE"
        create_options.encryption_key = "ENCRYPTION_KEY_HERE"
    
        # Enable Social Overlay on Windows
        if OS.get_name() == "Windows":
            create_options.flags = EOS.Platform.PlatformFlags.WindowsEnableOverlayOpengl
    
        var create_result := EOS.Platform.PlatformInterface.create(create_options)
        if not create_result:
            print("Failed to create EOS Platform")
            return
    
        # Setup Logs from EOS
        EOS.get_instance().logging_interface_callback.connect(_on_logging_interface_callback)
        var res := EOS.Logging.set_log_level(EOS.Logging.LogCategory.AllCategories, EOS.Logging.LogLevel.Info)
        if res != EOS.Result.Success:
            print("Failed to set log level: ", EOS.result_str(res))
    
        _anon_login()
    
    
    func _on_logging_interface_callback(msg) -> void:
        msg = EOS.Logging.LogMessage.from(msg) as EOS.Logging.LogMessage
        print("SDK %s | %s" % [msg.category, msg.message])
    
    
    func _anon_login() -> void:
        # Login using Device ID (no user interaction/credentials required)
        var opts = EOS.Connect.CreateDeviceIdOptions.new()
        opts.device_model = OS.get_name() + " " + OS.get_model_name()
        EOS.Connect.ConnectInterface.create_device_id(opts)
        await EOS.get_instance().connect_interface_create_device_id_callback
    
        var credentials = EOS.Connect.Credentials.new()
        credentials.token = null
        credentials.type = EOS.ExternalCredentialType.DeviceidAccessToken
    
        var login_options = EOS.Connect.LoginOptions.new()
        login_options.credentials = credentials
        var user_login_info = EOS.Connect.UserLoginInfo.new()
        user_login_info.display_name = "User"
        login_options.user_login_info = user_login_info
        EOS.Connect.ConnectInterface.login(login_options)
        EOS.get_instance().connect_interface_login_callback.connect(_on_connect_interface_login_callback)
    
    func _on_connect_interface_login_callback(data: Dictionary) -> void:
        if not data.success:
            print("Login failed")
            EOS.print_result(data)
            return
    
        print_rich("[b]Login successfull[/b]: local_user_id=", data.local_user_id)

Development Setup

Pre-requisites

To develop this plugin, follow the below steps:

  1. Download/clone the repository.

  2. Extract the EOS C SDK zip downloaded from Epic Games, rename it to eos-sdk and paste it in the thirdparty/ folder. Refer to the below folder structure.

  3. Follow the steps to generate the GDExtension bindings for C++ based on this tutorial. Now you should have dumped the GDextension API interface and built the godot-cpp library.

  4. Build the GDExtension plugin in debug mode (With debug symbols)

    # In root folder
    scons platform=<platform> -j4 target=template_debug dev_build=yes

    Eg. scons platform=windows -j4 target=template_debug dev_build=yes

  5. Build the GDExtension plugin for release (Optimized)

    # In root folder
    scons platform=windows -j4 target=template_release
  6. The built GDExtension library will be in the addons/epic-online-services-godot/bin/ folder.

How to run the sample project?

The sample Godot project is located in the Sample folder

  1. Clone/Download the repo.

  2. Download the latest release from the Releases section and replace the existing /addons/epic-online-services-godot with the one from the Release (this includes the built shared libraries).

  3. Copy your credentials (Product Id, Sandbox Id, Deployment Id, Client Id, Client Secret) of your Epic Games "Product" from the Epic Games Dev Portal and paste them in Main.gd script in the relevant sections. The encryption key is a random 64 character long string. These credentials need to be kept as private as possible. One way is to make sure to encrypt all scripts when exporting the final game. (See Compiling with script key encryption)

  4. Configure your Product on the EOS Dev Portal with the following configuration:

  • In the Client Policies section in Product Settings, enable all the features except Connect (Disabled by Epic)
  • In the Permissions section of Epic Account Services, enable all three: Basic Profile, Online Presence and Friends.
  • (Optional if you want some pre-made achievements) In the Achievements section in Game Services, use the Bulk Import option and import the HelloProduct.zip file located at res://HelloProduct.zip

Bootstrapping Godot executable with Epic Online Services

If you want to use the Account Portal login option in Epic Online Services, you need to bootstrap the Godot/Game executable as needed by EOS-SDK 1.15 and greater. See Redistributable Installer

A sample of the generated .ini file for the Godot Editor is shown below (during game development):

ApplicationPath=Godot_v4.0.0-stable_win64.exe
WorkingDirectory=
WaitForExit=0
NoOperation=0

Follow the instructions in Running the service for local development and:

  • During game development

    Bootstrap the Godot Editor executable (eg. Godot_v4.0.0-stable_win64.exe) to test the Account Portal login

  • After exporting the game

    Bootstrap the exported game executable (eg. My Amazing Game.exe)

Current Project Status

  • Auth Interface
    • Implementation
    • Sample
  • Achievements Interface
    • Implementation
    • Sample
  • Connect Interface
    • Implementation
    • Sample
  • CustomInvites Interface
    • Implementation
    • Sample
  • Friends Interface
    • Implementation
    • Sample
  • Stats Interface
    • Implementation
    • Sample
  • UserInfo Interface
    • Implementation
    • Sample
  • Leaderboards Interface
    • Implementation
    • Sample
  • KWS Interface
    • Implementation
    • Sample (No general access yet)
  • Lobby Interface
    • Implementation
    • Sample
  • Metrics Interface
    • Implementation
    • Sample
  • Mods Interface
    • Implementation
    • Sample
  • P2P Interface
    • Implementation
    • Sample
  • PlayerDataStorage Interface
    • Implementation
    • Sample
  • Presence Interface
    • Implementation
    • Sample
  • ProgressionSnapshot Interface
    • Implementation
    • Sample
  • Reports Interface
    • Implementation
    • Sample
  • RTC Interface
    • Implementation
    • Sample
  • Sanctions Interface
    • Implementation
    • Sample
  • Sessions Interface
    • Implementation
    • Sample
  • TitleStorage Interface
    • Implementation
    • Sample
  • UI Interface
    • Implementation
    • Sample
  • Ecom Interface
    • Implementation
    • [] Sample (Needs Epic Games Store access)
  • AntiCheatServer Interface
    • Implementation
    • Sample
  • AntiCheatClient Interface
    • Implementation
    • Sample
  • Version Interface
    • Implementation
    • Sample

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Unofficial Epic Online Services wrapper for Godot Engine 4.x (includes demo project) (and Godot 3.x)

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