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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.

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.