Files
UnrealEngineUWP/Engine/Source/ThirdParty/EOSSDK
chris varnsverry 4b1321487b - Fix for Android EOSSDK build issues
- New in 1.16, the SDK is adding a reference to an "eos_login_protocol_scheme" string, and the build fails if we don't provide one. Note that we do not use this mechanism of providing client ids, we use the EOSAuthHandlerActivity activity mechanism, so it's sufficient to provide an empty string to work around the build error.

#jira UE-193246
[REVIEW] [at]Alejandro.Aguilar [at]Rob.Cannaday

[CL 27205359 by chris varnsverry in ue5-main branch]
2023-08-18 12:02:11 -04:00
..
2023-05-04 08:19:03 -04:00

This module contains the EOSSDK headers and binaries.
Other plugins/modules can depend on the EOSSDK by depending on this EOSSDK module.
Several platform extensions of this module exist at Engine\Platforms\<Platform>\Source\ThirdParty\EOSSDK.
Please see also the EOSShared plugin at Engine/Plugins/Online/EOSShared which exposes common functionality, and is responsible for EOSSDK initialization.

Upgrading the SDK can be achieved with the following steps:
	- Delete all subfolders from Engine/Source/ThirdParty/EOSSDK/, leaving just the loose files, e.g. EOSSDK.Build.cs
	- Extract the SDK zip into Engine/Source/ThirdParty/EOSSDK/. You should end up with an Engine/Source/ThirdParty/EOSSDK/SDK folder.
	- For Mac specifically, move libEOSSDK-Mac-Shipping.dylib from Engine/Source/ThirdParty/EOSSDK/SDK/Bin/ to Engine/Binaries/ThirdParty/EOSSDK/Mac/
	- Repeat for any additional platform zips.
		- Android and IOS do not have platform extensions. The Android/IOS SDK zips must be unzipped into Engine/Source/ThirdParty/EOSSDK/ over the top of the base SDK.
		- NDA/console platforms do have platform extensions. The platform specific zips must be unzipped into Engine/Platforms/<Platform>/Source/ThirdParty/EOSSDK/ having first deleted any subfolders there.