SKILL

edgegap-eos-voice

Add in-game voice chat with EOS Voice (Epic Online Services) to an Unreal Engine game that runs on Edgegap dedicated servers. The game server is the trusted server: it checks each player's EOS ID token, puts them in a match or team room from the Edgegap matchmaker data, gets room tokens from the EOS Voice Web API (EOS voice doesn't run on Linux servers) and removes players who leave. Ships tested C++ drop-ins (device ID login so players need no Epic account, a replicated component that needs no game class edits, server token service), Developer Portal client policies, Edgegap env vars, local two-client test with fake audio, and fixes for pitfalls. Use for "add voice chat", "team voice", "proximity or party chat", "EOS voice", "push to talk", "players can't hear each other", Vivox replacement, or voice on an Unreal game hosted on Edgegap. Needs a working Edgegap dedicated server first (edgegap-unreal). Not for Unity yet, lobby-only voice without a server, or Mumble.

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Topics in the source

  • EOS Voice on Edgegap dedicated servers (Unreal Engine)
  • How it works (explain this to the developer in two sentences, not more)
  • How to work
  • Phase 0: Preconditions
  • Phase 1: EOS Developer Portal (the developer does this)
  • Phase 2: Drop in the code
  • Phase 3: Configure
  • Phase 4: Local test, two clients on one PC

Goal: players in a match talk to each other through EOS Voice, in rooms the game server decides (whole match, or per matchmaker team), and a player who leaves the server leaves voice. The job is done when two clients on an Edgegap deployment hear each other, proved by logs, not when it compiles. Verified on UE 5.5.4 from source (EOS SDK 1.16 bundled) with the Edgegap Unreal sample: two Windows clients matched by the Edgegap matchmaker onto one Linux deployment, in the same team room, hearing each other, and the leaving player removed from the room. 1. The client logs into EOS Connect with a device ID (no Epic account) on the EOSVoiceChat plugin's own EOS platform, then sends the server its Product User ID (PUID) and an ID token through a replicated UEdgegapVoiceComponent. 2. The server verifies the ID token (RS256, Epic's JWKS), picks the room from the player's IP and the matchmaker's MMTICKET variables, calls POST https://api.epicgames.dev/rtc/v1/{deployment}/room/{room} with the player's IP, and sends the token to that player only. 3. The client joins with IVoiceChat::JoinChannel. On logout the server calls DELETE …/participants/{puid}, which also revokes the token. The server us

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Source repository
edgegap/llm-agent-skills
Source file
skills/edgegap-eos-voice/SKILL.md
Fixed revision
fd510ba826ea29ab359e70e185d2e650ef6827de
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Author: edgegap/llm-agent-skills · original repository metadata. Documentation review: Not reviewed. Last source check: 2026-11-11T08:01:42.849Z.

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