cg小白兔 发表于 4 天前

Kronos Matchmaking 2.5 适配UE5.4



Working on a multiplayer project, but don't know how to get players into the same match?
This plugin handles the entire process of connecting players into the same game automatically! All you have to do is start matchmaking and watch the magic happen! Of course there is no magic behind the scenes, just a complex C++ code base handling 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.

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.

No server fees, or any external service costs!
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 a wide range of online platforms, that allow hosting sessions without any cost!
Huge time saver for indies, and a perfect learning material for programmers.

Kronos has been in development for over 2 years. It's a complex plugin, but it is made up of standalone pieces that can be examined and understood on their own. If you are interested in learning more about matchmaking - or the Online Subsystem in general - this plugin serves as a great example!

Technical Details
Features:
Skill Based Matchmaking
Parties
Game Reservations
Game Lobbies
Blueprint Support
Full Source Code Access
Code Modules:
Kronos (Runtime)
KronosEditor (Editor)
Number of C++ Classes: 49
Network Replicated: Yes
Supported Development Platforms: Windows 64-bit
Supported Target Build Platforms: Windows 64-bit
Up to date versions on Marketplace for UE: 5.1, 5.2, 5.3
Updates for older engine versions can be downloaded from: Kronos LTS Program
Limitations:
All platforms have their own quirks, so if you are NOT planning on using the Steam® Online Subsystem, minor changes in session configuration may be required!
Parties are not persistent. Due to the nature of Online Beacons, parties are disbanded when joining a game. However, parties can be recreated and reconnected after returning to the main menu.
No dedicated server support. This plugin is designed for the P2P listen server model.
No split-screen support.


正在开发一个多人游戏项目,但不知道如何让玩家进入同一场比赛?
此插件可自动处理将玩家连接到同一游戏的整个过程!你只需开始匹配,然后看着魔法发生!当然,幕后并没有什么魔法,只有一个复杂的 C++ 代码库,处理从查找和加入会话,到解析连接、请求预订以及与所需主机建立连接等一切事务。

只需一个蓝图节点即可开始匹配!
一旦开始匹配,一切都将由插件自动处理。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,匹配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。这些决定都是根据你为匹配设置的参数做出的。

易于项目集成!
Kronos 是一个独立的插件,从一开始就考虑到了项目的无缝集成。配置好在线子系统后,只需覆盖在线会话类就可以开始匹配了!该插件与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,你只需将创建、查找或加入会话节点替换为对应的 Kronos 节点即可。

无需服务器费用或任何外部服务成本!
Kronos 基于虚幻引擎的在线子系统框架构建。在线子系统是一个接口,它提供了一种访问 Steam® 或 EOS 等在线服务功能的通用方法。这意味着Kronos可以支持多种在线平台,无需任何费用即可托管会话!
这对于独立开发者来说节省了大量时间,对于程序员来说也是完美的学习材料。

Kronos 已经开发了两年多。这是一个复杂的插件,但它是由独立的部分组成的,可以单独进行检查和理解。如果您有兴趣了解更多有关匹配或在线子系统的知识,该插件就是一个很好的例子!

技术细节
功能
基于技能的匹配
缔约方
游戏预约
游戏大厅
蓝图支持
完整源代码访问权限
代码模块:
Kronos (运行时)
KronosEditor (编辑器)
C++ 类的数量 49
网络复制: 是
支持的开发平台 视窗 64 位
支持目标构建平台: Windows 64 位
市场上 UE 的最新版本:5.1、5.2、5.3
旧版本引擎的更新可从以下网站下载: Kronos LTS Program
限制:
所有平台都有自己的怪癖,因此如果您不打算使用 Steam® 在线子系统,可能需要对会话配置稍作更改!
派对不是持久的。由于联机信标的性质,加入游戏后,派对会解散。不过,在返回主菜单后,可以重新创建并重新连接派对。
不支持专用服务器。此插件专为 P2P 监听服务器模式设计。
不支持分屏。



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