Host and join EOS Sessions on a dedicated server for advertised multiplayer matches
domain: dev.epicgames.com · 5 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Have the dedicated server create a Session via the EOS Sessions interface and mark it as an advertised, joinable session
Set the session's state (e.g., in-progress/in-game) as gameplay begins so search results reflect current availability
Have clients search for sessions using bucket IDs/attributes, then join by session ID once a match is found
Register joining players to the session on the server side as they connect over the session's advertised IP
Clean up and destroy the session when the match ends or the dedicated server shuts down
Known gotchas
Sessions are distinct from Lobbies -- Lobbies are peer-oriented pre-match grouping, while Sessions model dedicated-server-hosted matches; conflating the two APIs leads to using the wrong interface for the wrong topology
A session left in an outdated state (e.g., not marked in-game) can keep showing up in search results as joinable after the match has already started
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