Lobby System
1 Overview
This document will explain how to setup the lobby system based our framework. Lobby system is used to create room session for multiplayer game.
2 Basic Setup
Config the default lobby map in the BP_LobbyManager_USG in the controller blueprint.
See the usage from following blueprint.
- /Game/USGT/Game/Lobby/UI/WB_LobbySessionUI.WB_LobbySessionUI
The BP_LobbyManager_USG provide several functions for basic lobby operations.
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HostLobbySession: Create the session as the host.
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JoinLobbySession: Join the provided session.
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SearchLobbySession: Find exist lobby sessions.
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DestroyLobbySession: Destroy the session (session owner only).
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LeaveLobbySession: Leave current session.
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KickoutLobby: Kickout someone if you are the session owner.
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SwitchMap: Notify all clients to switch map.
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IsLobbySessionOwner: Whether you are the session owner.
Notice we integrate the build-in session functions (CreateSession/FindSessions/JoinSession) to manage all operations inside one component.
Open the following map to test lobby system.
- /Game/USGT/Game/Lobby/Map/Lobby