> For the complete documentation index, see [llms.txt](https://horizongames.gitbook.io/kronos-matchmaking/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://horizongames.gitbook.io/kronos-matchmaking/usage/party/leaving-parties.md).

# Leaving Parties

You can leave a party at any time by using the `LeaveKronosParty` node. All cleanup processes are handled automatically, such as disconnecting from the host and cleaning up the session state.

There is no hard requirement on where you need to call this from. Most games will probably have this hooked to the `OnClicked` event of a widget button.

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{% tab title="Blueprint" %}

<figure><img src="/files/2AyNRvXTL3x2KQyL2Ujn" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="C++" %}

```cpp
#include "KronosPartyManager.h"
```

```cpp
// Get the party manager.
UKronosPartyManager* PartyManager = UKronosPartyManager::Get(this);

// Begin leaving the party. The player will disconnect from the party
// immediately, but it may take a second for the session to be destroyed.
PartyManager->LeaveParty();
```

```cpp
// Optionally, a delegate can be passed in which will be executed once the
// party session was destroyed. The function should look like this:
// MyFunction(FName SessionName, bool bWasSuccessful)
FOnDestroySessionCompleteDelegate CompletionDelegate = FOnDestroySessionCompleteDelegate::CreateUObject(this, &ThisClass::MyFunction);
PartyManager->LeaveParty(CompletionDelegate);
```

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{% endtabs %}
