Set Players Ready
Last updated
Last updated
By default, players need to ready up in order for the match to start.
When enough players are present in the lobby a countdown timer will be started. When all players are ready, the lobby will fast forward the countdown time and transition into the StartingMatch
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.