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BavGames edited this page Feb 8, 2026 · 9 revisions

Welcome to the Ultimate Lobby System wiki!

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What Is Ultimate Lobby System?

Ultimate Lobby System is a complete, multiplayer-ready lobby framework for Unreal Engine, built with performance and clean Blueprint integration in mind. It provides a fully server-authoritative lobby flow with advanced slot management, ready system, waiting queue logic, host start countdown, fade screen transitions, kick support, and an optimized built-in chat system.

It is designed for both prototyping and production-ready projects, making it easy to create AAA-style lobbies with minimal setup.

A full lobby solution — ready system, slot allocation, queue support, chat, countdown travel, and clean UI events.


Technical Details

  • Engine Compatibility: Unreal Engine 5.0+
  • Platform Support: Windows (tested), other platforms should work but are untested
  • Network Support: Fully supported (Server-authoritative, Multiplayer & Single Player)
  • Programming Language: C++ (with full Blueprint integration)
  • Blueprint Support: Yes (BlueprintCallable / BlueprintAssignable APIs)
  • Replication: Yes (slot sync, ready states, waiting list sync, countdown sync, server travel flow, chat messages)
  • Multiplayer Ready: Yes (Listen Server & Dedicated Server compatible)

Core Features

  • Fully server-authoritative lobby logic
  • Automatic lobby slot assignment system
  • Supports Primary Slot (Host / Main player seat)
  • Smart slot distribution (nearest free slot selection)
  • Fully replicated player name + unique ID sync
  • Ready / Not Ready system with instant UI update events
  • Late join safe replication (player info + ready state updates correctly)
  • Built-in No Slot Waiting Queue System
  • FIFO waiting list logic (automatically fills empty slots)
  • Full sync + incremental sync support for waiting players list
  • Host Start Game system with countdown support
  • Countdown tick replication for all clients (UI friendly)
  • Optional fade screen support before server travel
  • ServerTravel system with ?listen support
  • Post-login and post-logout message broadcasting
  • Kick system support with custom kick popup message support
  • LocalPlayerSubsystem-based kick message storage (safe travel message handling)

Built-in Multiplayer Chat System

  • Fully replicated server-authoritative chat system
  • Supports Global Chat
  • Supports Nearby Chat (distance-based filtering)
  • Supports Team Chat (TeamID based filtering)
  • Optimized widget pooling system for chat messages (no widget spam)
  • Automatic message cleanup with timer-based pool return
  • Customizable chat UI with Blueprint events
  • Minimal network overhead (only sends required message payload)

Components Included

  • LobbyGameMode
  • LobbyPlayerController
  • LobbyPlayerState
  • LobbyPoint
  • LobbyCameraActor
  • LobbySubsystem
  • ChatComponent
  • ChatWidget
  • ChatMsg
  • FWaitingPlayerInfo (Waiting Queue Struct)

Intended Use Cases

  • Multiplayer lobby systems
  • Co-op game lobby screens
  • Competitive matchmaking lobbies
  • Ready check / pre-game preparation scenes
  • Party / room-based systems
  • Dedicated server lobby frameworks
  • Pre-match social hubs
  • Any game requiring a modern lobby workflow

Performance

  • Event-driven structure (minimal tick usage)
  • Low replication cost (only replicates required lobby state)
  • No unnecessary RPC spam
  • Optimized slot + queue logic
  • Widget pooling system to reduce UI allocations and improve performance

Ultimate Lobby System is suitable for both rapid prototyping and production-ready projects, offering a clean API, reliable replication, and a flexible Blueprint-driven UI workflow.


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