📄️ Online Subsystem Overview
The Online Subsystem and its Interfaces exist to provide a clear abstraction to common online functionality across the available set of platforms in a given environment.
📄️ Session Management
All Session Nodes are Asynchronous tasks (Clock Symbol) and will call “OnSuccess” or “OnFailure” once they're finished. In the meanwhile, you can use the topmost exec output.
📄️ Unreal Engine Multiplayer Sessions in C++
This post shall give you a short introduction to handling your Multiplayer Sessions via your own C++ code. Most of you probably either started with the very limited native Blueprint Nodes or fell back to using Plugins like the Advanced Sessions one.