Starting The Match
When enough players are present in the lobby and everyone is ready, the LobbyGameMode will transition into the MatchStarted state and the OnMatchStarted event will be called. The lobby can also be started immediately via the StartMatch function.
Traveling To The Match
Once the match is started, we can travel to a new map where the actual match will be played.
IMPORTANT: Before traveling to a new level we always have to make sure that the Host Reservation is set properly! For more information please refer to The Host Reservation section of the documentation.
We can travel to a new map by using the ServerTravelToLevel function. The "Travel URL" should be the name of the map that we want to open. The map name can be given in the following formats (without the quotes):
Short package name: "MyMap"
Long package name: "/Game/Maps/MyMap" (recommended)

#include "KronosStatics.h"
#include "KronosReservationManager.h"void AMyKronosLobbyGameMode::OnMatchStarted()
{
Super::OnMatchStarted();
// Set the host reservation before traveling.
// This ensures that everyone in the lobby will have a valid reservation when they join the new map.
UKronosReservationManager* ReservationManager = UKronosReservationManager::Get(this);
if (ReservationManager->IsReservationHost())
{
const TArray<FKronosReservation> Reservations = ReservationManager->CopyRegisteredReservations();
ReservationManager->SetHostReservations(Reservations);
}
// Travel to the new map.
UKronosStatics::ServerTravelToLevel(this, TEXT("MyMap"));
}Updating Session Settings
You might want to update the Session Settings of the match before traveling to the match. For example if players can join matches mid game, then you probably want to update settings such as the "Playlist", "Map Name", and "Game Mode" to match the current state of the game.
The next section of the documentation explains how to Update Session Settings.
Starting The Match From Console
While in the lobby, you can use the kronos.LobbyStartMatch console command to start the match regardless of how many players are in the lobby. This can be very useful when you are testing the game alone.
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