Kronos Matchmaking
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  • About
    • Kronos LTS
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  • Examples
    • Playable Demo
    • Sample Project
    • Example Content
  • Configuration
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  • Usage
    • Getting Started
    • Authentication
      • Authenticating Users
      • Customizing The Auth Widget
      • Creating Custom Auth Tasks
    • Matchmaking
      • Overview
      • Creating Matches
      • Starting Matchmaking
      • Canceling Matchmaking
      • Using Skill Ratings
      • Sending Match Invites
      • Joining Matches
      • Leaving Matches
    • Party
      • Overview
      • Creating Parties
      • Sending Party Invites
      • Joining Parties
      • Managing Party Players
      • Party Player Actors
      • Leaving Parties
    • Reservations
      • Overview
      • Using Reservations
      • The Host Reservation
      • Completing Reservations
    • Lobby
      • Overview
      • Lobby Setup
      • Set Players Ready
      • Lobby Player Data
      • Starting The Match
      • Updating Lobby Session
      • Leaving The Lobby
    • Widgets
  • Guides
    • Creating a Level Selector
    • Integrating with Lyra Game
    • Integrating with EIK
  • Advanced
    • Steam Sockets
    • Reconnect Parties
    • Custom Party Variables
    • Player Groups
  • Changelog
    • API Upgrades
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  1. Advanced

Custom Party Variables

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Last updated 8 months ago

You may want to add custom variables to party players. Here are a few tips on how to go about implementing this into the party framework:

  1. Create a new blueprint from the KronosPartyPlayerState class and add variables to it that you want to replicate to other players. Make sure that the variables are set to replicate. Use this class for data storage only. Do not add RPC functions to this class because they will not work.

  2. Create a new blueprint from the KronosPartyClient class. We are going to use this class whenever we want to modify a replicated variable in the party player state.

  3. Inside this blueprint add custom "set" events for your replicated variables (e.g. "SetMyCustomVariable"). Make this event a reliable server RPC by setting its replication to "Run on Server" and enabling "Reliable". Use this event to modify its corresponding variable in the party player state on server side. After the variable is changed on server side, it will replicate down to all players.

Now go to Project Settings -> Kronos Matchmaking and change the "Party Client Class" and "Party Player State Class" to your custom blueprints.