Crossplay Integration Kit
Multiplayer

Travel, Hosting, and Matchmaking

End every server path in one validated connect-info travel call

Travel, Hosting, and Matchmaking

Every path ends in FUCIK_ConnectInfo and Travel To Connect Info. The travel subsystem checks the selected Transport provider and active net driver before calling Unreal travel.

Listen server

Use Host Listen Server with a map and URL options. From an authoritative server world it is a server travel that carries connected clients along; from a standalone or client world (a player who just lost its host) it opens the map locally with ?listen. It completes with connect info once the listen world has begun play, or with the travel error; a connect string is refused as a map name. Host migration builds on it (see Host migration). Lobby and session joins with bAutoTravel route through the same subsystem. You can also call Travel To Lobby, Travel To Session, or Get Resolved Connect Info explicitly.

Dedicated server

Use Request Server, Get Server Status, List Servers, Query Regions, Measure Latency, Request Player Slots, and Terminate Server. Hosting policy selects the first configured and available provider; provider HTTP and SDK details remain in the adapter. Request Player Slots takes a provider-owned server handle plus portable player handles and returns one FUCIK_ConnectInfo per reservation; providers such as GameLift place the join token in Token.

Matchmaking

UMIK_Subsystem reads the UCIK Matchmaking and Hosting policies. Find Match And Travel covers queue, allocation when required, shared connect-info validation, and travel. Edgegap Group Up and GameLift FlexMatch feed this same shape.

Use a unified node first. Use a provider-specific hosting or matchmaking node only for that platform's exact option set.

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