The Blueprint nodes are newer than the C++ API. Your project must still be a C++ project. See Overview.

Get the subsystem

Use the Get Game Instance Subsystem node and pick Simpl Client Subsystem.

Steps in words

  1. Call Initialize Simpl with the player ID. It returns true or false.
  2. Call Create Lobby. Build the state with the Make Simpl String, Make Simpl Number and similar nodes.
  3. Use On Success to go on. Use On Failure to show an error.
  4. Bind On Lobby Updated to redraw your lobby.
  5. Call Enter Queue.
  6. When the lobby shows a server that is running, call Travel To Lobby Server.
Other things, like On Server Ready, need C++.

Async nodes

Each node has an On Success pin and an On Failure pin. On Failure gives you an error with Code, Message, HttpCode, ErrorId, DetailJson and RetryAfterSeconds. See Errors. Host-only nodes are the same as in C++. See Lobbies and Queues and matches.

Other nodes

  • Set Client Key, Initialize Simpl and Shutdown Simpl.
  • Travel To Server and Travel To Lobby Server. They return true when travel started.
  • Get Player Id, Is Initialized, Has Lobby, Get Current Lobby, Get Open Lobby Ids, Get Last Lobby Id and Is Event Stream Healthy.
  • Make Simpl String, Number, Bool, String List, Number List and Json, to build state values.

Events you can bind

Only two events work in Blueprints:
  • On Lobby Updated gives the whole lobby.
  • On Lobby Deleted gives a reason.
All other events need C++. See Events. The same goes for errors that have no call to report to, because OnSimplError is C++ only. In Blueprints, Initialize Simpl and Set Client Key give only true or false.