Calls shown via the official C++ SDK (compiled into your UE module). Blueprint projects: same endpoints over FHttpModule/VaRest — see Getting Started.
Matchmaking::getMatchmakingLobbies(client, {search?, limit?})
Public lobby browser.
Matchmaking::createMatchmakingLobby(client, playerToken, name, {maxPlayers?, strictFull?, joinByRequests?, realtimeRoom?, password?, rules?, playerData?})
Creates a lobby — options map to wire fields one-to-one.
Matchmaking::joinMatchmakingDirectly(client, playerToken, matchmakingId, {password?, joinToken?, playerData?})
Direct join — spawns the linked room.
Matchmaking::leaveMatchmaking(client, playerToken)
Matchmaking::getMatchmakingPlayers(client, playerToken)
Matchmaking::sendMatchmakingHeartbeat(client, playerToken)
Matchmaking::getCurrentMatchmakingStatus(client, playerToken)
Lobby lifecycle.
start / stop / remove / kick / password
Matchmaking::startGameFromMatchmaking locks the lobby and spawns the room; stop/remove/kick/password manage it.
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.