Kronos Matchmaking
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  • About
    • Kronos LTS
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    • Accolades
  • Examples
    • Playable Demo
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  • 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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Leaving Parties

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Last updated 10 months ago

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.

#include "KronosPartyManager.h"
// 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();
// 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);