The Last Fairytale

Beer Tech Studios

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MULTIPLAYER!!!

By Hunter-08FAEDadmin4/10/2026, 7:33:15 PM
The Last Fairytale Devlog: EOS Multiplayer Is Now Working End to End Getting multiplayer online in Unreal is one of those milestones that feels bigger once it finally clicks. After a lot of setup, debugging, and iteration, EOS multiplayer is now working end to end in The Last Fairytale. That means the full connection flow is now proven: EOS login → lobby creation → join code search → P2P net driver → listen server connection This is a major step forward for The Last Fairytale’s co-op foundation. Multiplayer is a core part of the project’s vertical slice and long-term design, with the game built around 1–4 player co-op, host-based sessions, and shared mission play. For anyone revisiting this later, here is what was required to get the full chain working: Added the SocketSubsystemEOS plugin to the .uproject Added the SocketSubsystemEOS module to Build.cs dependencies Used the /Script/ prefix on DriverClassName in DefaultEngine.ini, which is required for UE 5.7 monolithic builds Called ServerTravel with ?listen after session creation so the host actually begins accepting connections That last part was especially important. Creating the session alone was not enough. The host also needed to transition into a listen state, otherwise other players could discover the lobby but fail to actually connect. The next step is straightforward: repackage and test with two packaged builds to confirm the flow holds outside the editor. The good news is that the important fixes are already in config and code, so they should carry into packaged builds as-is. The main thing to verify is that SocketSubsystemEOS is statically linked into the monolithic executable, which has already been confirmed, meaning no separate DLL should be required. Clearing this means The Last Fairytale is now on much firmer ground for the next phase of multiplayer development. Since co-op is one of the project’s MVP pillars, getting EOS networking functional is not just a technical checkbox. It is one of the foundational pieces that makes the vertical slice viable. It took some work, but this is a real milestone: the roughest part of the EOS setup is now behind us.

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