01-20-2025 04:34 PM - edited 01-22-2025 12:42 AM
I've followed the Shared Spaces example and I have an app that has multiplayer using the portals for the private and public rooms, but I'm not sure how to expand this to allow users to host and join public matches. Is there any documentation that shows how to achieve this functionality?
Update: I guess the documentation is actually just the SharedSpaces example itself. To achieve simple create/join public session functionality, I think I will have to rewrite the EOSSubsystem C++ class and the GameInstance blueprint class. I will have to study SharedSpaces some more. There are so many pieces to this pie.
01-21-2025 02:30 PM
I have followed the shared spaces example and I have a game that has multiplayer with private matches and one public room, but I'm not sure how to have a user create a separate instance of the public room so that there is more than one public destination. Does anyone have any tips on how to achieve this?
The shared spaces example says "There is currently only one purple room, which is a scheme that doesn't scale in real life. Public rooms should be handled using a matchmaking system to distribute players into separate instances for load balancing".