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Welcome to the Ultimate Lobby System wiki!
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.
- 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)
- 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
?listensupport - 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)
- 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)
LobbyGameModeLobbyPlayerControllerLobbyPlayerStateLobbyPointLobbyCameraActorLobbySubsystemChatComponentChatWidgetChatMsg-
FWaitingPlayerInfo(Waiting Queue Struct)
- 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
- 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.