Crossplay Integration Kit
Multiplayer

Crossplay Lobbies

Create, find, join, update, and leave primary and mirror lobbies

Crossplay Lobbies

The lobby nodes are thin wrappers over UUCIKLobbySubsystem:

NodeInputsSuccess value
Create Crossplay LobbyLobbyName, FUCIK_LobbySettings SettingsFUCIK_Lobby
Find Crossplay LobbiesFilters, MaxResultsarray of FUCIK_Lobby
Join Crossplay LobbyFUCIK_Lobby Lobby, bAutoTraveljoined FUCIK_Lobby
Update Crossplay LobbyLobbyName, FUCIK_LobbyUpdateSettings Settingsupdated FUCIK_Lobby
Leave Crossplay LobbyLobbyNamecompletion

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.

See C++ usage and Events.

Use a unified node first. Use a kit-specific lobby node only for that platform's exact option set.

On this page