Crossplay Events
Receive normalized lobby, invite, and join-request events
Crossplay Events
Get the UCIK Lobby Events Subsystem from the game instance and bind to:
| Event | Parameters |
|---|---|
OnMemberJoined | Lobby, Member |
OnMemberLeft | Event — Lobby, Member, Reason (Left, Kicked, Disconnected, LobbyClosed, Unknown), bWasOwner |
OnOwnerChanged | Event — Lobby, NewOwner, PreviousOwner, bLocalIsNewOwner |
OnLobbyUpdated | Lobby |
OnInviteReceived | Lobby, From |
OnInviteAccepted | Lobby |
OnJoinRequested | fully resolved FUCIK_Lobby |
OnJoinRequestRejected | FBetideError |
OnLobbyMessage | Lobby, Sender, Message |
The subsystem normalizes events from all selected lobby providers and broadcasts the same fully typed dynamic and native delegates. A mirror join request is resolved through UCIK_PrimaryLobbyId; a request without that key is rejected instead of exposing a lobby that cannot be joined.
Session events
The UCIK Session Events Subsystem (the session subsystem derives from it) reports OnSessionMemberJoined, OnSessionMemberLeft (with Reason and bWasOwner), OnSessionOwnerChanged (with PreviousOwner and bLocalIsNewOwner), OnSessionUpdated and OnSessionDestroyed for every session provider that declares the Events capability (EOS). Owner departures on lobbies and sessions are what start a host migration.
See C++ usage.
Use the unified event surface first. Use a kit-specific notification only for that platform's exact option set.