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Epic Online Services Player Data Storage

epicgames.com · Storage · 1 record · JSON

Epic Online Services Player Data Storage Storage

caveatanonymousno cardRper-object-cap

dev.epicgames.com/docs/epic-online-services/player-and-game- · paas · storage/epic-online-services-player-data-storage · JSON · compare

Free tier400 MB total storage per user, 200 MB maximum per file, 1,000 files per user. No published product-level or title-level byte cap.
unit MB; metered on stored-bytes
Pricenone stated
Per-object cap200 MB maximum per file (200000000 bytes)
Retentionnot stated
EgressNo per-GB egress meter documented for Player Data Storage; access is metered as API requests. EOS itself is free for all developers.
Identityanonymous derived from the record's prose, not from an identity field, and no signup was executed: ductUserId x unlimited free player identities. EOS supports anonymous/device auth, so identities are mintable at will; each new ProductUserId is a fresh 400 MB bucket. 2,500 identities = 1
Limits
  • per-object-cap 200 MB per file source
per-object-cap: 200 MB per file and 64-character filename limit; request-rate: ~1,000 read or write requests per minute per user, then EOS_PlayerDataStorage_UserThrottled; per-object-cap: 1,000 files per user. Retention: none stated — files persist until explicitly deleted; no expiry found. Data is encrypted at rest with a client-side key EOS never stores, so losing the key loses the bytes.
Bindingper-object-cap the per-object cap sets the shard size and therefore the object count; it bounds the total more tightly than any headline quota
Interfacerest, rclone rest
ToolingEOS SDK (C/C++), C# and Unreal plugins (PlayEveryWare/eos_plugin_for_unity). File ops are chunked read/write callbacks: EOS_PlayerDataStorage_WriteFile / ReadFile / QueryFileList. No rclone backend.
Composes with400 MB per ProductUserId x unlimited free player identities. EOS supports anonymous/device auth, so identities are mintable at will; each new ProductUserId is a fresh 400 MB bucket. 2,500 identities = 1 TB.
ReliabilityThrottles writes (not errors) once the 400 MB per-user total is reached until files are deleted; quota is per-deployment so a busy title can hit service-level allocation failures.
Notes400 MB total storage per user, 200 MB maximum per file, 1,000 files per user. No published product-level or title-level byte cap.
Evidence rungreported One page read moves it to documented.
Checked2026-10-21 (inherited); stale on 2026-11-04
Parsed numbers
  • $.limits[0].value limit:per-object-cap 200.0 MB
Evidence (3)
datesourcewhat it proved
2026-10-21dev.epicgames.com/docs/epic-online-services/player-and-game-filename format, 64-char limit, encryption-key requirement, 'Data that you store through this interface is accessible to players (users) on any device'
2026-10-21grokipedia.com/page/Player_Data_Storage_Epic_Online_Servicesquotas table 'Maximum individual file size 200 MB / Total storage space per user 400 MB / Maximum files per user 1000' (secondary source, corroborates the SDK error codes EOS_Result_PlayerDataStorageFileSizeTooLarge and _UserThrottled)
2026-10-21dev.epicgames.com/docs/epic-online-services/working-with-the'Each service applies usage quotas on a per-deployment basis'
Unknown or withheld values (4)
  • $.free_tier.notes process
  • $.per_object_cap.notes not-extracted
  • $.retention.notes not-extracted
  • $.retention.stated not-extracted