So I have spent the better part of a week now attempting to dissect the best way to make a rocket league/borderlands party system and came across lobby beacons first and then party beacons. As far as I can tell by searching there is no public information on lobby beacons however a fairly good write-up on beacons themselves here. Party beacons have a little more explanation with a forum post in another thread along with an answer hub explanation in the thread as well, however there are no examples in either one. I have spent a little while attempting to decipher both along with the code from UT which confusingly calls something that inherits from ALobbyBeaconHost a UTPartyBeaconHost however have not gotten much farther.
Based on what Moss said in the party beacon thread they are meant to be used between client? The function calls seem to indicate that its meant between a party and a server however and the command used to join a PartyBeaconHost from a PartyBeaconClient is RequestReservation which takes information that a client probably would not have yet such as a list of clients. If you attempt to call InitConnect from a LobbyBeaconClient I
Malformed_Packet: UNetConnection::ReceivedPacket: Received control channel close before open
however the same on a PartyBeaconClient just returns no reservation. Is there anywhere a flow diagram can show how either is to be used or the general idea of how to use them for a lobby/party type system?