Completing Reservations
Completing a reservation means that the given player has arrived in the game, so his reservation no longer needs to be timed out.
How To Complete Reservations
Reservations are completed automatically when a player has loaded the map and joined the game.
The exception to this is when the host uses seamless travel to change maps (e.g. from lobby to game). Whether seamless traveling is used is set in the GameMode blueprint.
IMPORTANT: When seamless traveling is used, the host must complete the reservation of each seamless traveling player when they arrive on the new map.
For Blueprint projects, the game mode's OnSwapPlayerControllers event is a good place to complete the reservation of seamless traveling players. C++ projects can override the game mode's InitSeamlessTravelPlayer function directly.

#include "KronosReservationManager.h"
#include "GameFramework/PlayerState.h"void AMyGameModeBase::InitSeamlessTravelPlayer(AController* NewController)
{
Super::InitSeamlessTravelPlayer(NewController);
// Make sure that the player state is valid.
if (NewController->PlayerState)
{
// Get the reservation manager.
UKronosReservationManager* ReservationManager = UKronosReservationManager::Get(this);
// Check if we are managing reservations.
if (ReservationManager->IsReservationHost())
{
// Complete the reservation of the player.
ReservationManager->CompleteReservation(NewController->PlayerState->GetUniqueId());
}
}
}Last updated