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Chad Reddick avatar image
Chad Reddick asked

Unreal 5.3 OnlineSubsystem: Creating session creates party and lobby?

I was curious to why with the Unreal PlayFabOnlineSubsystem when creating a session, it creates both a PlayFab Party and a PlayFab Lobby? In the OnlineSessionInterfacePlayfab::InternalCreateSession, it has to not only create the party, but also create the Lobby. Is the reason because in order for Lobbies to get real-time notifications, it instead uses Parties as the notifier?

It's a bit frustrating to use the PlayFabOnlineSubsystem if that is the case to have real-time notifications without SignalR and replace it with Party notifications to talk to lobbies instead...

Not only that, it seems even creating a Session with the PlayFabOnlineSubsystem also crashes at that method (OnlineSessionInterfacePlayfab::InternalCreateSession).

multiplayer
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Neils Shi avatar image
Neils Shi answered

The Unreal PlayFabOnlineSubsystem creates both PlayFab Party and PlayFab Lobby is used to handle different aspects of multiplayer gaming. And as PlayFab Online Subsystem (OSS) Quickstart - PlayFab | Microsoft Learn mentions that “it initializes both Party and Multiplayer SDKs with PlayFab TitleID” So, the Party will not be used to implement the real-time notification function of the lobby, and the Matchmaking and Lobby features have built in support for real-time notifications in the Multiplayer SDKs. You can refer to Lobby and Matchmaking real-time Notifications - PlayFab | Microsoft Learn for more details. In addition, PlayFab OSS is designed to be used behind the IOnlineSession interface provided by Epic. When using the OSS, you will need to refer to Epic's documentation for using OnlineSubsystem interfaces. Please refer to Online Subsystem Session Interface in Unreal Engine | Unreal Engine 5.0 Documentation and IOnlineSession | Unreal Engine Documentation for more information.

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