Unreal Engine — Matchmaking

Matchmaking

Calls shown via the official C++ SDK (compiled into your UE module). Blueprint projects: same endpoints over FHttpModule/VaRest — see Getting Started.

getMatchmakingLobbies
Matchmaking::getMatchmakingLobbies(client, {search?, limit?})

Public lobby browser.

createMatchmaking
Matchmaking::createMatchmakingLobby(client, playerToken, name, {maxPlayers?, strictFull?, joinByRequests?, realtimeRoom?, password?, rules?, playerData?})

Creates a lobby — options map to wire fields one-to-one.

joinMatchmaking
Matchmaking::joinMatchmakingDirectly(client, playerToken, matchmakingId, {password?, joinToken?, playerData?})

Direct join — spawns the linked room.

leave / getPlayers / heartbeat / getCurrent
Matchmaking::leaveMatchmaking(client, playerToken)
Matchmaking::getMatchmakingPlayers(client, playerToken)
Matchmaking::sendMatchmakingHeartbeat(client, playerToken)
Matchmaking::getCurrentMatchmakingStatus(client, playerToken)

Lobby lifecycle.

host controls
start / stop / remove / kick / password

Matchmaking::startGameFromMatchmaking locks the lobby and spawns the room; stop/remove/kick/password manage it.

join requests
Requests::requestToJoinMatchmaking(client, playerToken, matchmakingId, playerData?)
Requests::respondToJoinRequest(client, playerToken, requestId, "accept"|"decline")
Requests::checkJoinRequestStatus(client, playerToken, requestId)

For joinByRequests lobbies — send, host answers, requester polls.