Events tell your game when something changes. In C++ you bind to them on USimplClientSubsystem. In Blueprints you can bind only OnLobbyUpdated and OnLobbyDeleted. See Blueprints.

How events arrive

The plugin opens a live event stream for your current lobby. It also reads the lobby on a timer: every 5 seconds when the stream is not working, and every 30 seconds when it is. So your game keeps getting updates if the stream drops. You can rely on this:
  • A change that arrives both as a live event and in a lobby read fires its event once.
  • Events run on the game thread.
  • A match found, a server ready and a lobby deleted all show up even without the stream, because the timer reads catch them.
Do not rely on this:
  • The order of two different events.
  • Extra details. For example, the player list in OnMatchFound and the reason in OnQueueCancelled can be empty. Read the lobby for the truth.

All events

OnServerReady fires once for each server.