Kronos Matchmaking will be installed as an Engine Plugin. Once installed, it will be available inside the Plugins window of the engine.

Code Modules:

  • Kronos (Runtime)

  • KronosEditor (Editor)

Number of C++ Classes: 50

Network Replicated: Yes

克罗诺斯配对 将安装为 引擎插件. 一旦安装,它将可在插件窗口的引擎。

代码模块:

  • 克罗诺斯(运行时)

  • KronosEditor(编辑)

C++类数: 50

网络复制: 是的










Kronos is a complete matchmaking solution for Unreal Engine featuring skill based matchmaking, an in-depth party and lobby framework, a reservation system for sessions, and more!

Preview VideoTry the DemoDocumentationChangelog

Features:

  • Continuous skill based matchmaking – Fully automated system that handles everything from finding and joining sessions, to resolving connections, requesting reservations, and establishing the connection with the desired host.

  • Start matchmaking with a single blueprint node – Once matchmaking is started, everything is handled by the plugin automatically. Sessions will be queried and the player will join the best available session. If no sessions were found, the matchmaking will decide whether to widen the search range and start a new search, or whether it should switch over to hosting role – creating a new session. These decisions are made based on the parameters you’ve set for the matchmaking.

  • Built-in party and reservation systems – The party system allows players to start matchmaking and join games together. While in a party, players have a lightweight connection with the party host directly in the main menu with support for replication and RPCs. The reservation system ensures that all players joining together will have an open slot in the session during the connection process.

  • Steam® and EOS support – Kronos is built on the Online Subsystem framework of Unreal Engine. The Online Subsystem is an interface that provide a common way to access the functionality of online services such as Steam® or EOS. This means that Kronos can support these online platforms out of the box without requiring any code changes!

  • No server fees, or any external service costs – Sessions are going to be hosted on player’s machines directly in regular listen-server fashion, and the session’s data will be advertised through the online platform’s own backend (e.g. Steam servers).

  • Easy project integration – Kronos was built as a standalone plugin from the ground up with seamless project integration in mind. Once you have the Online Subsystem configured, all you have to do is override the Online Session class and you are ready to start matchmaking! The plugin doesn’t have any dependencies to what happens in matches, so integrating it into existing projects or templates is very easy. In most cases you just have to replace the Create, Find, or Join Session nodes with their Kronos counterparts.

  • Continuous long-term support – Kronos has been on the market for almost two years now. During this time we have shipped over 20+ updates with several new features, fixes, and improvements. For a full list of changes please refer to the changelog linked above. A new update is being released usually every 1-2 months!

Limitations:

  • No dedicated server support – This plugin is designed for the P2P listen server model.

  • No split-screen support – The plugin expects only a single local player to exist.

  • Parties are not persistent – Due to the nature of Online Beacons, parties are disbanded when joining a game. Parties can be reconnected after returning to the main menu.

  • Third party integration recommended for EOS – The default EOS Online Subsystem of Unreal Engine currently does not support Online Beacons, which is required for our party and reservation systems to work. We recommend using the EOS Integration Kit (EIK) instead as we have full support between the two plugins!

Contact:

  • Email: horizongames.contact@gmail.com

  • Discord (User Profile): #horizongamesroland

We take pride in the quality of the product and the support that we offer.

Read the old Unreal Marketplace reviews here!

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克罗诺斯是一个完整的匹配解决方案的虚幻引擎具有技能基础的匹配,一个深入的聚会和大堂框架,一个预订系统的会议,和更多!

预览视频试试演示文件编制更新日志

特征:

  • 基于连续技能的配对 -全自动系统,处理从查找和加入会话到解决连接,请求预订以及与所需主机建立连接的所有内容。

  • 使用单个蓝图节点开始配对 -一旦配对开始,一切都由插件自动处理。 会话将被查询,玩家将加入最佳可用会话。 如果没有找到会话,配对会将决定是否扩大搜索范围并开始新的搜索,或者是否应该切换到托管角色-创建一个新的会话。 这些决定是根据您为配对设置的参数做出的。

  • 内置派对和预订系统 -派对系统允许玩家开始配对并一起加入游戏。 在派对中,玩家可以直接在主菜单中与派对主机建立轻量级连接,并支持复制和Rpc。 预订系统确保所有加入在一起的玩家在连接过程中将在会话中有一个开放的插槽。

  • 蒸汽® 和EOS支持 -Kronos建立在虚幻引擎的在线子系统框架上。 在线子系统是一个接口,提供了一种访问在线服务(如Steam®或EOS)功能的通用方式。 这意味着Kronos可以开箱即用地支持这些在线平台,而不需要任何代码更改!

  • 没有服务器费用,或任何外部服务成本 -会话将以常规的侦听服务器方式直接托管在玩家的机器上,会话的数据将通过在线平台自己的后端(例如Steam服务器)进行广告。

  • 易于项目集成 -Kronos是作为一个独立的插件从地面建立与无缝的项目集成考虑。 一旦你配置了在线子系统,你所要做的就是复盖在线会话类,你就可以开始配对了! 该插件对匹配中发生的事情没有任何依赖关系,因此将其集成到现有项目或模板中非常容易。 在大多数情况下,您只需将Create,Find或Join会话节点替换为它们的Kronos对应节点。

  • 持续的长期支持 -Kronos已经上市近两年了。 在此期间,我们已经发布了20多个更新,其中包含一些新功能,修复和改进。 有关更改的完整列表,请参阅上面链接的更改日志。 通常每1-2个月发布一次新的更新!

限制:

  • 没有专用服务器支持 -这个插件是专为P2P监听服务器模型。

  • 没有分屏支持 -插件只期望一个本地播放器存在。

  • 各方不执着 -由于网络信标的性质,加入游戏时会解散派对。 各方可以在返回主菜单后重新连接。

  • EOS推荐的第三方集成 -虚幻引擎的默认EOS在线子系统目前不支持在线信标,这是我们的聚会和预订系统工作所必需的。 我们建议使用 EOS集成套件(EIK) 相反,因为我们有两个插件之间的完全支持!

联系我们:

  • 电邮: horizongames.contact@gmail.com

  • 不和谐(用户配置文件): #horizongamesroland

我们为产品的质量和我们提供的支持感到自豪。

阅读旧的虚幻商城评论 这里!

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