Game Instance Methods, Calls, and Events #

Game Instance Plugin Methods #

methoddescription
buildExtGameStartCalled to prepare any custom data (ExtGameStart) to send from the Game Instance service to the game server upon receiving new players.
buildExtGameServerPlayerCalled before notifying a game server that players are about to join the game instance. Use to customize the ext data (ExtGameServerPlayer) per player to send to the game server.
buildExtAddedToGameCalled immediately when a new player is added to a game. Use to customize the ext data (ExtAddedToGame) per player to send information about the incoming game to players.
onRemovePlayersCalled when players are removed from a game instance.
onEndGameCalled when the game is ending to prepare any custom data to send to players from the game.

Game Instance Matchmaking Plugin Methods #

methoddescription
buildExtMatchmakingGameInstanceCalled when a game instance is about to be sent to matchmaking. Use to declare any custom data about the game instance (ExtMatchmakingGameInstance) that needs to be sent to the Matchmaking service.
buildExtMatchmakingKeyUsed to produce the correct key (ExtMatchmakingKey) for your game instance when it enters matchmaking.
buildExtMatchmakingGamePartyCalled when a game instance is about to be sent to matchmaking. Use to declare any custom data about the game party that needs to be sent to the Matchmaking Service.
buildExtMatchmakingGamePlayerCalled when a game instance is about to be sent to matchmaking. Use to declare any custom data about the game player that needs to be sent to the MatchmakingService.

Game Instance Service SDK Methods #

The SDK includes methods for Game Instance service implementation through the GameLoopApi and MatchApi classes, depending on whether the call comes from the game client or game server, respectively. The tables below contains a list of all the GameLoopApi and MatchApi methods relevant to the Game Instance service.

Callclassdescription
ConnectMorePlayersMatchApiConfirms the connection details and game instance ext data for the found players.
ConnectPlayersMatchApiSignals a game instance is ready to start.
EndGameMatchApiSignals a game instance has completed.
RemovePlayersMatchApiProcesses player game results for a subset of players within a game instance. Does not end the game instance.
EnterMatchmakingMatchApiAllows an active game instance to enter matchmaking to accept additional parties.
LeaveMatchmakingMatchApiRemoves an active game instance from matchmaking.
VerifyPlayerMatchApiUses player connection token to verify that connecting players are not misrepresenting their Pragma identity.
KeepAliveTaskMatchApiEnsures a game instance does not get ended by the Game Instance Service.
DeclineReconnectGameLoopApiSignals that the player is declining to reconnect to the game instance after disconnecting.
MatchConnectionDetailsGameLoopApiProvides player with connection information for the game instance. This is useful for a player if they disconnect and later decide to reconnect.

Game Instance Service RPCs #

The list below includes the Game Instance service RPCs.

  • createGameInstanceV1
  • getGameStartDataV1
  • connectPlayersV1
  • connectMorePlayersV1
  • matchKeepAliveV1
  • gameInstanceAllocationFailureV1
  • enterMatchmakingV1
  • foundMorePlayersV1
  • leaveMatchmakingV1
  • removedGameInstanceFromMatchmakingV1
  • removePlayersV1
  • endGameV1
  • declineReconnectV1
  • matchConnectionDetailsV1
  • verifyPlayerPartnerV1

Game Instance Service Bindable Events #

Besides the typical RPC calls, there are several events that player clients and game servers can listen to. The following tables contain bindable events relevant to the Game Instance service, along with associated descriptions of when the event is triggered.

Player client events #

The following events are handled by the player client.

UnrealUnityTrigger
FMatchIdEvent OnGameInstanceIdChanged;public event Action<PragmaId> OnGameInstanceIdChanged;The GAME_INSTANCE_ID for the game instance changes in the Party.
FFailedToFindMatch OnFailedToFindMatch;public event Action OnFailedToFindMatch;Game instance allocation fails due to game server issues after matchmaking succeeds.
FMatchReadyEvent OnMatchReady;public event Action<MatchReadyV1Notification> OnMatchReady;The game server starts a game instance and is available for parties to connect.
FMatchReconnectEvent OnMatchReconnect;public event Action<MatchReconnectV1Notification> OnMatchReconnect;Connection to the platform is established after disconnecting during an active game instance.
FMatchTerminationEvent OnMatchTermination;public event Action<MatchTerminationV1Notification> OnMatchTermination;A game instance is forcibly terminated because it’s no longer communicating with the engine.
FMatchProcessedEvent OnMatchProcessed;public event Action<MatchProcessedV3Notification> OnMatchProcessed;A match result is processed.
FRemovedFromGameEvent OnRemovedFromGame;public event Action<ExtRemovedFromGame> OnRemovedFromGame;The game server has removed the player from the game.

Game server events #

The following events are handled by the game server.

UnrealUnityTrigger
FGameStartEvent OnGameStart;public event Action<GameStart> OnGameStart;A game instance is started.
FOnGameStartFailedEvent OnGameStartFailed;public event Action<Error> OnGameStartFailed;An error occurs while attempting to start a game instance. The game server will not continue reporting capacity or receiving new game instances until StartReportCapacityPolling is called again.
FMatchTerminationEvent OnMatchTerminationEvent;public event Action<PragmaId> OnMatchTerminationEvent;The platform decides to terminate an in progress game instance. An example of this firing is when a game instance has failed to heartbeat due to connection issues to the platform. Calling EndGame will not cause this event to fire.
FAddPlayersEvent OnAddPlayersEvent;public event Action<PragmaId, List<GameServerPlayer>> OnAddPlayers;The platform sends new players to the game server to add to the game instance. Upon receiving, the game server should invoke ConnectNewPlayersV1 with prepared details for the provided new players for the provided game instance id.
FPlayerDeclinedReconnectEvent OnPlayerDeclinedReconnectEvent;public event Action<PragmaId, PragmaId> OnPlayerDeclinedReconnect;A player declines to reconnect to the game they were in. Includes the game instance ID and player ID respectively.