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Parties

Beamable's Party system provides a comprehensive set of tools for managing player groups in your game. This feature enables players to create and join parties, manage invitations, and coordinate multiplayer experiences. Whether you're developing a cooperative game, competitive multiplayer, or social gaming features, the Party system offers flexible options for player collaboration and team organization.

The Beamable Parties feature supports various party management operations, including:

  • Create
  • Join
  • Decline Invites
  • As party LEADER you can:
    • Invite a player
    • Kick a player
    • Promote a player to leader
    • Cancel the invite

Getting Started

This section will bring a simple case for a party system and show how to implement it using the Beamable's party subsystem.

To use the party system from beamable first you need to setup your enviroment with the PIE mode, it will allow you to player with multiple instances. This will help to understand the concepts and follow the guide.

With the multiplayer instances set we can start creating a Blueprint (BP) function that will do the basics operation of party.

Create a party

  1. Open your Level Blueprint (or some other BP)
  2. Call the Operation - Party - CreateParty, It will create a party and put the user slot that call it inside the party.
  3. Get the state of the current party that the user is party of.

party-create

Unrestrict/InviteOnly Party Types

Unrestrict: Allows anyone to join the party without an invite.
InviteOnly: Only invited players can join the party.

Join a party

  1. Open your Level Blueprint (or some other BP)
  2. Call the TryGetUserPartyState from the BeamPartySubsystem, if the player already in a party, it will return true and you need first to remove the player from the party before join into another party. If you try to join directly to other party it will return a error.
  3. After verify and remove the player from the party if necessary, you will call the operation Operation - Party - JoinPlayerParty.

party-join

Join Unrestrict Party

if the party is the type unrestrict it's possible to join without receive an invite from another player just calling the join.

Invite player (Leader Only)

  1. Open your Level Blueprint (or some other BP)
  2. Call the Operation - Party - InvitePlayerToMyParty, It will send a invite to a given FBeamGamerTag.
Friends

It's NOT required to be a friend to receive/send a party invite.

party-send-invite

Decline Invite

  1. Open your Level Blueprint (or some other BP)
  2. Call the Operation - Party - DeclinePlayerInvite, It will remove the received invite from the invite list of the player.

party-decline

Cancel Invite (Leader Only)

  1. Open your Level Blueprint (or some other BP)
  2. Call the Operation - Party - CancelPlayerPartyInvite, It will cancel the invite sent to another player.

party-promote-leader

Kick a player (Leader Only)

  1. Open your Level Blueprint (or some other BP)
  2. Call the Operation - Party - Kick Player From My Party, It will remove a player from the party.

party-party-kick

Promote player to leader (Leader Only)

  1. Open your Level Blueprint (or some other BP)
  2. Call the Operation - Party - Promote Player As My Party Leader, It will promote another player as the party leader.
Leader Leave the Party

When the leader leave the party, it will automatically pick another player as the party leader.

party-promote-leader

Events

The events in the party will be used to react to actions like received a invite, join a party, etc.

Invite Events

The invite events will be used mostly to handle updates on the invite list, like show a popup of a invite or update the friend list with a new party invite.

party-bind-invite-events

Party Events

The party events will be response to handle updates on the party, like if a player leave/join, we can update the visuals, etc.

party-bind-party-events

Party State Usage

In this case, we are iterating over the player states within the party. This can be used to populate the UI with the party's details.

party-get-state