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Custom version of Unreal Engine 5.3 (decent amount of changes), GitLab selfhosted Epic Online Services for underlying Account System First Time Login -> Either with Steam (created "shadow" EOS Account, so no need to actually have an Epic Games Account) or direct login with Epic Games Login Data We give players the option to login with their Epic Games Account for Cross-progression (on Consoles) etc. AWS: Authentification with those EOS Login Datas Database for everything (Skins, Progression, Replays, Stats, etc.) on AWS Dynamo DB Single Table API Gateaway + WAF Lambda (PlayerData Init, Microtransactions, etc.) Gamelift for Matchmaking, Fleet Management (Anywhere + Bare Metal) + Burst in Cloud via EC2 instances Kinesis for Meta / Game Data (Player Matches, Logins, etc.) Cloudwatch for monitoring S3 for Cloudstorage EOS Parties / Lobbies EOS Invites via Game Interface Friend System from linked EOS Account / Steam Our own Friend System (with Friend Codes) Our own Invite System (with Invite Codes) VoiceChat from EOS for Party and Team ProxyVoicechat via CustomVoiceEngine (doesn't work on Linux (atm)) TextChat (uses EOS Party Data for Party chat and Server Replication for Ingame Chat) Replay System (uses RuntimeArchiver for unpacking) Sanctions System by EOS (Game Ban, Text Ban, Voice Ban, Hardware Ban, Username Change Ban) Player Report and Ticketing System (via EOS) Username Change ingame (once every 7 days) Achievements on Epic Games and Steam Microtransactions via Epic Games / Steam DLCs on Steam / Epic Games Twitch linking for Twitch Drops Steam / Epic Games Presence