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:
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:
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:
Troubleshooting
If the module fails to load:
- Verify the plugin folder name matches
FWPartySystemexactly. - Confirm
OnlineSubsystem,OnlineSubsystemUtils, andSocketIOClientare all enabled. - Regenerate project files and perform a full rebuild.
- Check the Output Log for unresolved symbol errors, which typically indicate a missing
Build.csdependency.
Optional: Enable Chat Integration¶
If you want automatic party chat channels, install and enable FWChatSystem:
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.