Lobby System with Ultimate Multiplayer Lobby
Ultimate Multiplayer Lobby contains the word "Lobby" in its name, indicating its primary function is to manage and facilitate multiplayer lobbies. This system is designed to handle player matchmaking, lobby creation, and management, ensuring a seamless multiplayer experience.
Configuration
Under PC_Lobby (Child of UML_LobbyController
), you will find a bunch of options to modify the lobby system to your liking.
Available Options :
-
Lobby Character Config: This option allows you to get the available characters and emotes for the lobby. We will cover this in the next section.
-
Should Advertise: This option allows you to enable/disable the lobby from being advertised in the lobby browser or any other way.
-
Use Presence : This option allows you to enable/disable the presence system. For EOS, at a give time, you can only have 1 presence. So, if you have multiple lobbies, you should disable this.
-
Num Public Connections : This option allows you to set the number of public connections. This is the number of players that can join the lobby.
-
Allow Invites : This option allows you to enable/disable the invite system.
-
Use Lobbies Voice Chat if Available : This option allows you to enable/disable the voice chat system for lobbies, mostly used with EOS.
-
Allow Join via Presence : This option allows you to enable/disable the join via presence system.
Lobby Character Config
For storing all available characters and emotes for the lobby, we use a data asset which is derived from UML_CharacterConfig
.
There are two main sections in the UML_CharacterConfig
data asset:
- Available Characters
- Available Emotes
You can add as many characters and emotes as you want.