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Installation

This page covers how to install and enable FWPartySystem in your Unreal Engine 5 project.


Prerequisites

Requirement Minimum Version
Unreal Engine 5.3 or later
Project Type C++ (Blueprint-only projects are not supported)
OnlineSubsystem Any configured OSS (Null, Steam, EOS, etc.)
SocketIOClient Plugin must be installed and enabled

OnlineSubsystem Configuration

FWPartySystem requires an active OnlineSubsystem for unique player identity resolution. For local development and testing, OnlineSubsystemNull is sufficient. For production, configure your target platform's OSS (Steam, EOS, etc.).


Step 1 -- Copy the Plugin

Copy the FWPartySystem/ folder into your project's Plugins/ directory:

YourProject/
    Plugins/
        FWPartySystem/
            FWPartySystem.uplugin
            Source/
            Content/

Step 2 -- Enable the Plugin

Add the plugin and its dependencies to your .uproject file:

{
    "Plugins": [
        {
            "Name": "FWPartySystem",
            "Enabled": true
        },
        {
            "Name": "OnlineSubsystem",
            "Enabled": true
        },
        {
            "Name": "OnlineSubsystemUtils",
            "Enabled": true
        },
        {
            "Name": "SocketIOClient",
            "Enabled": true
        }
    ]
}

Alternatively, enable each plugin through Edit > Plugins in the Unreal Editor and restart.


Step 3 -- Regenerate Project Files

Right-click your .uproject file and select Generate Visual Studio project files. This ensures your build system picks up the new modules.


Step 4 -- Add Module Dependencies

In your game module's Build.cs, add the required module dependencies:

PublicDependencyModuleNames.AddRange(new string[]
{
    "FWPartySystem",
    "OnlineSubsystem",
    "OnlineSubsystemUtils"
});

Step 5 -- Configure the OnlineSubsystem

Ensure your DefaultEngine.ini has an OnlineSubsystem configured. For development:

[OnlineSubsystem]
DefaultPlatformService=Null

[OnlineSubsystemNull]
bEnabled=true

For production with Steam:

[OnlineSubsystem]
DefaultPlatformService=Steam

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

Step 6 -- Verify Installation

Build your project and check the Output Log for:

LogModuleManager: Loading module FWPartySystem

Troubleshooting

If the module fails to load:

  • Verify the plugin folder name matches FWPartySystem exactly.
  • Confirm OnlineSubsystem, OnlineSubsystemUtils, and SocketIOClient are all enabled.
  • Regenerate project files and perform a full rebuild.
  • Check the Output Log for unresolved symbol errors, which typically indicate a missing Build.cs dependency.

Optional: Enable Chat Integration

If you want automatic party chat channels, install and enable FWChatSystem:

{
    "Plugins": [
        {
            "Name": "FWChatSystem",
            "Enabled": true
        }
    ]
}

Runtime Detection

FWPartySystem detects FWChatSystem at runtime. No additional configuration is needed -- party chat channels are created automatically when a party is formed and torn down when it disbands.


Include Paths

After installation, you can include plugin headers in your C++ code:

#include "FWPartyManagerComponent.h"
#include "Beacons/FWPartyBeaconHost.h"
#include "Beacons/FWPartyBeaconClient.h"
#include "Beacons/FWPartyHostObject.h"
#include "Types/FWPartyTypes.h"

Next Steps

  • Follow the Quick Start to get a party system running in under 10 minutes.
  • Read the Configuration guide to customize party defaults and beacon settings.