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Does anyone have any suggestions doing matchmaking?

I am currently looking at the UnrealTournament Matchmaking system for setting up beacons and connecting to them. What I am trying to do is have all clients click a "Start Matchmaking" buttton and it would start searching in a selected region ("NA" for now) and find a "Party Leader," which would be one of the clients in this matchmaking instance. Then, information about this player would be displayed in the beacon, and then a "Servertravel" would be called for all the clients and an actual instance of the match will be made.

UT seems like they have all of this, but does it fully work? Is it a reliable system to look at? It is kind of convoluted with these delegates, with some of them seemingly being irrelevant as the engine could handle these calls. But, if it works, it works.

EDIT: Trying to use a listen server as well, not a dedicated server for now.

Does anyone have any experience using UT to direct their code in making a matchmaking system? If so, does anyone have any suggestions?

I already looked at ShooterGame, and it is a great reference. However, it doesn't have true matchmaking. I think combining both systems will be the way to go, but this does not seem like a one man job in that case... lol.

I'm all ears on what steps I should follow to implement a complete matchmaking system, like Rocket League. I can start small, without ELO and all that jazz, and slowly start to incorporate that as the basics of the system start working.

Product Version: UE 4.18
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asked Jan 12 '18 at 05:00 AM in C++ Programming

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avatar image TheMicool Jan 18 '18 at 07:36 PM

Bump, anyone? Also, if any FortNite devs are on here, a quick explanation on how you guys did the LobbySystem using Beacons/PartySession would be appreciated.

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Hello there :)

I released a matchmaking system on the marketplace: https://www.unrealengine.com/marketplace/matchmaking-server-function

Using this system, your players (clients) can join queues for different matches (you define them). As soon as enough players are in the queue, they get matched together and sent by server travel to a match server. In the background match servers (instance of your game, running the needed map) are started and stopped, depending on whats needed currently, so you dont have to care about that.

You can use this btw also using listen servers, so for now there is no need to compile from source :)

Hope this helps

Best Regards Robin

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answered Feb 11 '18 at 12:46 PM

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