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Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

IOnlinePartySystem Usage

Hoping someone from Epic can chime in relatively quickly here.

We're trying to decipher how IOnlinePartySystem is meant to facilitate a persistent party. We know it involves UParty, UPartyGameState, and UPartyMember state but all updating of that passes through IOnlinePartySystem.

Our first thought was the use of the Party beacon classes but that definitely looks like its meant to be used on as a game server to party leader communication channel. Is the intention to use a socket here? Perhaps UDP and connect clients directly to one another in a P2P network? Or connect them via a server that is written explicitly for parties? Or via REST API?

The entire thing is very open to interpretation, which isn't a bad thing, but it'd be nice if there was some direction.

Product Version: UE 4.13
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asked Oct 20 '16 at 03:53 PM in C++ Programming

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2 answers: sort voted first

The intent of the IOnlinePartySystem interface is to expose the party/lobby functionality of each available online platform.
Currently the only party system implementation is via Epic online services and we have not released that code at this time. The code is not very useful unless you have the hosted services to connect to. Having said that, the party implementation is primarily dependent on using an XMPP for signaling the invite/join request/response processing, the data broadcast between party members, and the chat functionality. If you can stand-up your own XMPP server then we can provide the code for you to use.

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answered Oct 25 '16 at 02:21 PM

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avatar image HailstoneRyan Oct 25 '16 at 02:56 PM

We definitely could host our own XMPP server. Who do I need to speak with at Epic to get that code shared?

avatar image HailstoneRyan Oct 28 '16 at 09:35 PM

Messing around with XMPP today. We setup an ejabberd server and we're receiving ERROR_VERSION when trying to login anonymously, works using PSi. Is there a preferred server software that Epic would recommend?

avatar image HailstoneRyan Oct 31 '16 at 01:50 PM

Made it past that and now stuck with the following.

[2016.10.31-05.06.29:169][865]LogXmpp:Warning: XMPP log-in credentials not valid (6)

Full XMPP VeryVerbose log is attached.

Should also mention our server works fine with PSi, a Jabber client.

xmpplog.txt (2.3 kB)
avatar image Elvince Nov 03 '16 at 01:29 PM


I'm interested in this. Can you published the code that you are using with this Interface?


avatar image HailstoneRyan Nov 03 '16 at 01:37 PM


If we haven't heard from Epic by the time we're done we'll likely make ours available. I've solved all my XMPP issues, its a matter of implementing it into the interface now.

avatar image HailstoneRyan Nov 08 '16 at 07:25 PM

Wanted to post an update. It took us some time but we have a working party system. We're currently finishing up implementation.

avatar image HailstoneRyan Nov 10 '16 at 11:30 PM

Pinging this thread again, we've made a lot of progress but we'd obviously love any help we can get to ensure we've made the right decisions.

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How are things coming along? We just started looking at this system. We were hoping to make something that works with Steam and their lobby system. Are you still working on it?

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answered May 11 '17 at 08:24 PM

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avatar image HailstoneRyan Jul 02 '17 at 03:20 PM

Hi Anthony,

Not sure if you can get this working with Steam's lobby system, we weren't trying for that. We did end up getting an XMPP based service working and people were able to join parties as well as join servers together as a party. Unfortunately the project has since been abandoned but I'm more than willing to guide you in the right direction. Look me up on twitter @Overlawled.

avatar image geordie Aug 09 '17 at 02:32 AM

Hey Ryan, we're also wading into online using Steam, with the end goal of being able to invite friends to a "party" and then queuing for a match together. In our case there can also be multiple local players per client, which seems like it might complicate things. Any wisdom you have would be appreciated though, the docs in this area seem pretty woeful :)

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