APartyBeaconXXXX usage - General Questions
I am trying to mimic / recreate the Party and Matchmaking system from Gears of War 3 (because it's still great tbh), and am trying to use the PartyBeaconHost and PartyBeaconClient objects to reserve space on a Server before actually connecting to it. At the moment, I'm using this to create a Persistent Party so players can match-make together and stay together through the menus etc.
Unfortunately, UParty (Another engine class entirely) relies on your Online Sub System of choice providing an implementation for OnlinePartyInterface (spoiler alert: literally NONE of them do this) - so unless you're using Epic's own OSS (whatever that is) then this class is pretty much useless.
I have been able to get the default player to create the Host Beacon (AOnlineBeaconHost) and Host Beacon Object (APartyBeaconHost - confusing naming convention btw) - but the Host Player doesn't make themselves a reservation on the Server, so there appear to be no players in the party according to the beacon (even though the player is in the Session using PartySessionName).
This is how I create the Beacon Host and Beacon Host Object (in a custom manager class that takes the place of UParty)
So, a few questions after this point:
asked Oct 06 '17 at 03:34 PM in C++ Programming
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