Set Players Ready
By default, players need to ready up in order for the match to start.
Toggle Player Ready State
Whether a player is ready or not is handled by the KronosLobbyPlayerState class. You can toggle the ready state of the player, or set it directly. Both functions are exposed to blueprints. In most cases, all you have to do is call TogglePlayerReady on the local player state. The ready state of the player will replicate down to all other players.
If you are using the KronosLobbyWidget then you can use the GetLocalPlayerState function to access the local player state casted into the correct type. This widget also contains the OnPlayerIsReadyStateChanged event which is called when the local player's ready state is changed.

#include "Lobby/KronosLobbyPlayerState.h"// Get the local player state.
AKronosLobbyPlayerState* PlayerState = GetLocalPlayerState();
if (PlayerState)
{
// Toggle the ready state of the player.
PlayerState->TogglePlayerIsReady();
}Last updated