Lobby beacons: is the host a client?
I try to implement a lobby system with Steam in my online multiplayer game. This is what I want to do:
Here is my process:
From what I understand, I think that my lobby is created and now accessible for other players.
So, I successfully created a lobby on a client, I can invite friends, and they can join my lobby.
So my question is: does the owner of the lobby beacon have to connect to his own lobby?
There are probably some concepts that I missed in the lobby beacon system, but since there is almsot no documentation, I'm stuck on this right now :(
Could someone help me?
I updated my engine to 4.21.2, and I'm now using the Steam Party plugin, so this question isn't relevant anymore.
answered Jul 17 '19 at 11:18 AM
If you don't have a dedicated server and your host is working as a listen server then you are both a client and server, since you created the session you don't have to join, you are already in, check out the FOnlineSessionSettings->settings and read the NumPrivateConnections and NumPublicConnections, with those two you can display the amount of players connected to your session. I'm not experienced with Online Beacons but what I did to go around this was to use custom settings on my sessions, to do this I created a session with settings like
Also I think the purpose of Online Beacons are to have them InGame so that players can lookup the match info and join once the session has already started.
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