(I’m actually able to do it using Xsolla payment provider because it does the synchronization behind the scenes, however, I really want to have Epic’s native purchasing.)Īnd since selling in-game items is such a core functionality to be able to publish the game, I feel like we shouldn’t each be reinventing the wheel and Epic should help a little bit more in facilitating this e-commerce subsystem, in particular. I need a working flow to make sure I can legitimately go ahead and synchronize the purchase with my Playfab backend. So far, I’m able to retrieve my offers, go to Checkout, select payment method, attempt to pay, and go to the Thank You page. I should let you know that there is currently not a single Marketplace plugin that supports EOS + EGS services fully! I already purchased the Redpoint Online Subsystem plugin but it doesn’t support e-commerce yet and it’s been a very long time since people started asking for it and there is just no hope anytime soon. Thank you so much for replying! It means the world to me.Īs I’m fighting for survival and getting really desperate here, I saw a colleague of yours offering c++ code to help implement OnlineSubsystemEOS, and was wondering whether I could ask for the same regarding the Entitlements subsystem implementation? Literally anything could help! Just make sure you are still logging in with an Epic account and loading the overlay as those things are required to have the checkout flow work in game. It basically just loads and routes that purchase through the epic storefront in game and could be used for that purpose. It is a feature we are looking to add in the future in some form.įor your third question, you could use EGS checkout to sell offers defined in the EOS backend on other storefronts. Durable goods however, would be one and done once claimed for the time being. For consumable goods, this isn’t too much of an issue as part of the intended flow is to have the game redeem those entitlements. What we do not have today is the ability to reset entitlements after purchase. Hey! I can help with the second and third items, investigating the first one.įor purchase flow testing, we have a doc we are working on getting uploaded on this topic but you are correct, if you are making purchases in the dev and staging sandboxes they should not be charged real world money. There are Play Groups that you can give game access to but it requires collecting Epic IDs from each participant which is also quite unappealing.ġ) Is there any other way to just distribute Game Keys that would by themselves give access to the game in Closed Beta?Ģ) Additionally, would you be able to confirm if the native e-commerce EGS Checkout overlay in Dev environment uses Sandbox servers and doesn’t take real world money? Can the purchasing flow be tested fully there? If so, are we supposed to reset the Entitlements after purchase and synchronization with the game’s backend? I fear the scenario where I’d be checking Entitlements on game launch and awarding the user with incremental items endlessly.ģ) Lastly, can you use EGS Checkout to sell Offers defined in EGS dashboard when the game is published to a different store, like Itch, in particular? Testing-type Keys require users to be members of the developer organization (a big hassle + exposes some developer tools), while Press/Promo and Retail Keys don’t seem to serve that purpose. The problem I’m finding is regarding the Access Keys. Hi, could I please get a clarification on how to best conduct a Closed Beta testing on Epic Games Store before releasing the game publicly?
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