Kronos Matchmaking
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  • About
    • Kronos LTS
    • Support
    • Accolades
  • Examples
    • Playable Demo
    • Sample Project
    • Example Content
  • Configuration
  • Testing & Debugging
  • 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
    • Legacy
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On this page
  • Using Parties
  • Party Classes
  • Limitations
  1. Usage
  2. Party

Overview

PreviousPartyNextCreating Parties

Last updated 9 months ago

The party system in Kronos allows players to form groups and join games together.

Using Parties

Parties can be hosted directly in the main menu. The player who creates the party will become the party host. Other players will be able to connect to the party by accepting a party invite, or by finding the party through other means (e.g. searching for non private parties) and joining it directly. When the party host is joining a session, party clients will automatically follow the host into the session.

Party Classes

Parties are implemented using . Here is an overview of all the different party classes.

Class
Description

KronosPartyListener

Beacon listening for client connections. This is essentially the server that other players connect to. Only exists on the server.

KronosPartyHost

Beacon that handles party client connections. Similar to the GameMode in the Unreal game framework. Only exists on the server.

KronosPartyClient

Beacon that connects to the remote host. It represents a player in a party. Similar to the PlayerController in the Unreal game framework. Exists on both the server and the client.

KronosPartyState

Shared state of the party. Similar to the GameState in the Unreal game framework. Exists on both the server and the client.

KronosPartyPlayerState

Lightweight representation of a player while connected to a party. Similar to the PlayerState in the Unreal game framework. Exists on both the server and the client.

KronosPartyPlayerActor

An actor that visually represents a party member in the game world. Not replicated as they are always created locally by the server and clients.

Limitations

Parties are created on the hosting player's machine locally. They do not exist on a backend service. Due to this and due to the nature of OnlineBeacons:

Parties are disbanded when initiating a map change.

As of version 1.9.0, party reconnection is supported by the plugin! Although parties are still going to be disbanded, it is now possible to recreate and reconnect parties after returning to the main menu. For more information please visit the page of the documentation.

Online Beacons
Reconnect Parties