Crossplay Lobbies
Create, find, join, update, and leave primary and mirror lobbies
Crossplay Lobbies
The lobby nodes are thin wrappers over UUCIKLobbySubsystem:
| Node | Inputs | Success value |
|---|---|---|
| Create Crossplay Lobby | LobbyName, FUCIK_LobbySettings Settings | FUCIK_Lobby |
| Find Crossplay Lobbies | Filters, MaxResults | array of FUCIK_Lobby |
| Join Crossplay Lobby | FUCIK_Lobby Lobby, bAutoTravel | joined FUCIK_Lobby |
| Update Crossplay Lobby | LobbyName, FUCIK_LobbyUpdateSettings Settings | updated FUCIK_Lobby |
| Leave Crossplay Lobby | LobbyName | completion |
Every node has OnSuccess and OnFailure; both include FBetideError Error. FUCIK_Lobby exposes Name, Primary, typed Mirrors, Host, full FUCIK_LobbyMember rows, Attributes, ConnectString, bIsCrossplay, and DegradedReason.
FUCIK_LobbySettings contains MaxMembers, JoinPolicy, BucketId, and Attributes. Update settings contain UpdatedAttributes, RemovedAttributes, JoinPolicy, bUpdateJoinPolicy, and MaxMembers.
Reserved metadata
Do not write these keys in game attributes: UCIK_IsCrossplay, UCIK_PrimaryProvider, UCIK_PrimaryLobbyId, UCIK_HostHandle, UCIK_ConnectString, UCIK_Version, UCIK_BucketId, UCIK_MIRROR_<PROVIDER_ID>, and the host-migration keys UCIK_MigrationEpoch, UCIK_MigrationState, UCIK_MigrationHost, UCIK_Ping_<HANDLE>, UCIK_JoinOrder_<HANDLE> (see Host migration). UCIK owns them. Schema version 2 stores canonical provider IDs rather than a closed platform enum.
If bAutoTravel is true, the active network driver must support the returned connect-string scheme. See Network setup.
Use a unified node first. Use a kit-specific lobby node only for that platform's exact option set.