Nakama Unreal and Online Subsystem

I am going through the Unreal SDK and a question that arises is, why wasn’t the Nakama Unreal wrapper written or extended as an Online Subsystem (Online Subsystem | Unreal Engine 4.27 Documentation) - similarly to Unreal’s implementation of EOS, Steam, or other online services? What was the design decision? Was there any downside to doing so?

The Nakama Unreal docs (Nakama: Unreal | Heroic Labs Documentation) also don’t mention the subsystem.

Hey @DynPetr, good question. The primary reason is that sometimes these engine-specific interfaces don’t map cleanly to the APIs we’ve provided. We wouldn’t want to layer a false abstraction on top of Nakama that can mislead developers.