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.
The intent of the IOnlinePartySystem interface is to expose the party/lobby functionality of each available online platform.
answered Oct 25 '16 at 02:21 PM
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?
answered May 11 '17 at 08:24 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here