Crossplay Network Setup
Select, apply, and validate the transport provider
Crossplay Network Setup
The transport provider owns its address scheme, net-driver class, connection class, socket subsystem, required ini block, and runtime validator. Customer graphs do not type class paths.
- Open Project Settings > Betide > Crossplay.
- Select the Transport provider in the Overview.
- Select Apply Transport Configuration.
- Restart the editor if the action reports that a restart is required.
At startup and before travel, UCIK validates that the active GameNetDriver accepts the resolved connect scheme. A mismatch returns an FBetideError naming role, provider, and the missing configuration key; UCIK does not call ClientTravel.
Use Get Resolved Connect Info when you want to display or inspect the portable FUCIK_ConnectInfo. Use Travel To Lobby, Travel To Session, or Travel To Connect Info to perform validated travel. Host Listen Server applies the selected transport and returns the same connect-info shape used by dedicated hosting and matchmaking.
The provider's kit-specific networking nodes remain available when a game intentionally needs a platform-exact option set.
Connection timeout
Apply Transport Configuration also writes ConnectionTimeout and InitialConnectTimeout for the selected net driver from Betide › Crossplay › Host Migration › Connection Timeout Override Seconds (15 by default, 0 keeps the engine's 60–80 s). A dead host is noticed after this timeout; the lobby's own member-left event usually arrives first, so migration rarely waits for it.