A party is a group of friends who play together: one leader and up to 63 others. A party lasts
until its players leave it, across games and launches, so friends can play match after match
without inviting each other again. Friends join with the party’s invite code. A player is in
one party at a time.
Scope: parties belong to the players in them, within one game.
There is nothing to set up. A party searching for a match shows on
Multiplayer → Matchmaking Activity as one entry, with its size.
Read the party after signing in: the player may still be in one from last time.A friend’s game joins with the code; letter case does not matter.The leader manages the party; anyone can leave it.party.FindMatchAsync searches as the party; see Matchmaking. Read the party after signing in: the player may still be in one from last time. The examples
run in your game instance; every call is on UFlockSubsystem::GetMultiplayerProvider(), made
from the game thread.A friend’s game joins with the code; letter case does not matter.The leader manages the party; anyone can leave it. Each call completes with the party as it
stands afterwards.Every call returns an FFlockRequestHandle; its Cancel() stops the request on its way. A call
on a party that has ended is refused (Validation) without a request. Party->FindMatch
searches as the party; see Matchmaking.In Blueprint, the calls are nodes under Flock | Multiplayer: Flock Create Party and
Flock Join Party (On Success with the party, On Failure with the error), Flock Get My
Party (On Party, On No Party, On Failure), and Flock Leave Party, Flock Kick From
Party, Flock Make Party Leader, Flock Update Party and Flock Disband Party. Bind
the party’s On Members Changed, On Leader Changed and On Ended events on the party
object.
Keeping the party current
The SDK reads the party every Party Refresh Seconds (10 by default) and after each change your
game makes, and raises MembersChanged and LeaderChanged (OnMembersChanged and
OnLeaderChanged on Unreal) when something moved. Another player’s change reaches your game by
the next read. These reads are not billed; see
Multiplayer.
When the party ends
Ended (OnEnded on Unreal) is raised once, with a reason: a FlockPartyEndReason on Unity, an
EFlockPartyEndReason on Unreal, with the same names.
Call LeaveAsync (Unreal: Leave) before signing out when the player means to leave.
Errors
Each code is a FlockErrorCode on Unity and an EFlockErrorCode on Unreal, with the same name,
and the error carries a hint naming the fix.