Party Beacon? How does it work? o.O

Just re-replying to this thread because we’ve continued work on this. I feel like there’s a lot of misinformation in here, and thats simply due to a lack of documentation.

APartyBeaconHost is meant for the game server. It’s used to reserve spots on a server that hasn’t started its match yet. You can form a party and reserve spots for every member and the server will then handle putting you all on the same team, or deny the request because you wouldn’t fit.
APartyBeaconClient is meant for the client, and only on the party leader. The party leader sends the reservation, no one else.

The actual persistent party (ala Rocket League?) exists in IOnlinePartyInterface and has zero implementation. Its up to you, your game, or the back end you’re using to provide implementation for it. Take a look at UParty and UPartyGameState, both of which make heavy use of this class.

We’re just about to start our implementation of it and we’ll either be writing up a tutorial when its said and done or perhaps provide a barebones subsystem that implements that interface that other developers can pick up and use.

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