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Lobby Interface

By Peter Gustafson

Lobbies provide a connection between users for the purpose of sharing game and user state with real-time updates.

Users can create or join lobbies to form teams, select pre-game options, and wait for additional players to join in before playing together. Using the Lobby Interface, your users can create, join, leave, and manage lobbies.


The lifecycle of a lobby generally follows this sequence:

  1. A user creates the lobby. This user automatically joins the lobby and becomes both the first member and the owner.
  2. The owner sets up the lobby’s initial state, and may invite users to join.
  3. Other users join and leave the lobby. While connected, members update state information about themselves and can invite other users.
  4. The lobby owner can update data specific to the state of the game.
  5. The owner can remove members from the lobby or transfer ownership status to another member.
  6. Users can play multiple rounds of the game without leaving or destroying the lobby. Your game’s logic determines the lifetime of a lobby.
  7. Lastly, the owner destroys the lobby.


All Lobby Interface functions require that you use a handle as the first parameter. You must ensure that the EOS_HPlatform handle is ticking for callbacks to trigger when operations complete.

To access the Lobby Interface, get a EOS_HLobby handle through the Platform Interface function EOS_Platform_GetLobbyInterface.

Get Handle

To see lobby information an authenticated EOS_HLobbyDetails handle is required. Below are three functions to obtain EOS_HLobbyDetails based on the local user’s connection to the lobby:

EOS_Lobby_CopyLobbyDetailsHandleAvailable to users currently connected to the lobby.
EOS_Lobby_CopyLobbyDetailsHandleByInviteIdRequires an invitation to the lobby.
EOS_LobbySearch_CopySearchResultByIndexWorks with lobbies that a local user found in a search.

After successfully using these operations, you receive the EOS_HLobbyDetails handle, which provides access to the following information:

Get Lobby Information

Once your handle is set-up, the following lobby information is accessible:

Lobby InfoDescription
LobbyIdThe unique identifier for the lobby.
Lobby OwnerThe current owner of the lobby.
Permission LevelRestrictions on who can find or join the lobby.
Space AvailableThe number of open slots currently available in the lobby.
Max MembersThe maximum number of users allowed in the lobby.
Lobby AttributesKey-value pairs associated with the lobby.
Lobby Member AttributesKey-value pairs associated with each individual user.

Lobby Properties

All lobby members retain application-specific, key-value attributes supported by the EOS_Lobby_Attribute data type. These attributes are represented as numerical, string, or boolean data. Below are lobby properties:

KeyIdentifying string for the attribute. The system will compare against this string when you search for an attribute.
ValueThe numerical, string, or boolean data associated with the Key.
ValueTypeThe type of data in the Value.
VisibilityThe attribute advertised or stored locally with the session EOS_ELobbyAttributeVisibility.
  • A single user within a lobby, or the lobby itself, can have at most EOS_LOBBYMODIFICATION_MAX_ATTRIBUTES attributes.
  • Attribute names in the Key field must not exceed EOS_LOBBYMODIFICATION_MAX_ATTRIBUTE_LENGTH characters.


Users receive invitations in real time as long as they have registered a callback through EOS_Lobby_AddNotifyLobbyInviteReceived.

  • The callback data includes all of the relevant information about the invitation. UseEOS_Lobby_CopyLobbyDetailsHandleByInviteId to retrieve the invitation in the form of an EOS_HLobbyDetails, which the user must have to join the lobby.
  • When shutting down the application or going offline, use EOS_Lobby_RemoveNotifyLobbyInviteReceived to remove your callback from the notification list.

Create Lobby

To create a lobby make a call to EOS_Lobby_CreateLobby the following parameters:

LocalUserIdThe user creating the lobby.
MaxLobbyMembersThe maximum number of users who can be in the lobby at any time.
VisibilityControls if the lobby is visible to the public or is private.
OptionsPointer to EOS_Lobby_CreateLobbyOptions.
  • Upon success your EOS_Lobby_OnCreateLobbyCallback run with theEOS_Lobby_CreateLobbyCallbackInfo data structure.
  • TheResultCode indicates success. The LobbyId contains the new lobby’s ID value. You need this ID value to interact with the lobby further.

Find Lobby Owner ID

To find the ID of a lobby’s owner make a call to EOS_LobbyDetails_GetLobbyOwner.

  • EOS_LobbyDetails_Info contains information about the lobby and is available through the EOS_LobbyDetails_CopyInfo function.
  • The EOS_LobbyDetails_Info that you receive will be a copy of the EOS SDK’s cached information. You own this data and must release it with EOS_LobbyDetails_Info_Release function to avoid leaking memory.
  • The data is a snapshot and will not update if any information about the lobby changes after you receive it.

Invite User to Lobby

Users who are in a lobby can invite others to join them with the EOS_Lobby_SendInvite function.

  • The EOS_Lobby_OnSendInviteCallback triggers locally once the invitation is successfully sent.
  • The target user receives a notification when the invitation arrives.
  • The game uses EOS_Lobby_AddNotifyLobbyInviteAccepted to monitor when the player clicks Accept in the overlay.

Reject Invitation

To reject an invitation make a call to EOS_Lobby_RejectInvite with these parameters:

LobbyIdThe ID of the lobby associated with the invitation.
LocalUserIdThe ID of the user who is rejecting the invitation.
OptionsPointer to EOS_Lobby_RejectInviteOptions.

Once complete, your EOS_Lobby_OnRejectInviteCallback function triggers locally with an EOS_Lobby_RejectInviteCallbackInfo data structure. The invitation is then permanently deleted from the system.

Update All Invitations

To ensure that your local cache contains all pending invitations make a call to EOS_Lobby_QueryInvites and use these parameters:

LocalUserIdThe ID of the user whose invitations you want to retrieve.
OptionsPointer to EOS_Lobby_QueryInvitesOptions
  • When the operation finishes, your EOS_Lobby_OnQueryInvitesCallback runs with an EOS_Lobby_QueryInvitesCallbackInfo data structure.
  • On success, the local cache contains all pending invitations for the specified user that you can search. This is useful at startup to discover invitations that were sent while the user was offline.
  • During play, users with a registered notification should rarely need to call this function.

Retrieve Invitation via Cache

To see a cached invitation make a call to EOS_Lobby_GetInviteCount with the parameters below:

LobbyIdThe ID of the lobby associated with the invitation.
LocalUserIdThe local user whose invitations you want to count.
OptionsPointer to EOS_Lobby_GetInviteCountOptions.

EOS_Lobby_GetInviteCount runs against your local cache and returns uint32_t indicating the number of pending invitations in the cache.

## Retrieve Invitation via Index
Make a call to EOS_Lobby_GetInviteIdByIndex with the parameters in the table:

LocalUserIdThe local user who owns the invitation.
IndexThe index of the invitation you want to retrieve.
OptionsPointer to EOS_Lobby_GetInviteIdByIndexOptions.

On success, the output parameters contain a copy of the invitation data and its size. You are responsible for freeing the buffer when you no longer need it.

Remove Lobby Member

A lobby owner may remove a lobby member at any time. To remove a lobby member make a call to EOS_Lobby_KickMember with the following parameters:

LobbyIdThe ID of the lobby from which the member should be removed.
LocalUserIdThe ID of the lobby member requesting the removal. This must be the lobby owner.
OptionsPointer to EOS_Lobby_KickMemberOptions.
EOS_ProductUserIdThe TargetUserId.
  • When the operation finishes, you receive a callback to your EOS_Lobby_OnKickMemberCallback function with an EOS_Lobby_KickMemberCallbackInfo data structure.
  • All remaining lobby members will receive notification of the EOS_LMSC_KICKED event.


Searching lobbies using different attributes is easy. Below are your options:

  • EOS_Lobby_CreateLobbySearch creates a handle EOS_HLobbySearch that is used to search for lobbies that are set up to be discoverable .
  • Use EOS_LobbySearch_Find to execute a search. Multiple search operations can run simultaneously with different handles.
  • After a search completes, use EOS_LobbySearch_GetSearchResultCount to get the number of results for a given EOS_HLobbySearch handle.
  • To request copies of individual results useEOS_LobbySearch_CopySearchResultByIndex.
  • When finished with your copy of the data, dispose of it with EOS_LobbyDetails_Release to reclaim the memory it was using.

By Attributes

The most robust way to find lobbies is to search for a desired subset of settings.

  • EOS_LobbySearch_SetParameter the user to set up EOS_Lobby_AttributeData .
  • EOS_EComparisonOp is returned dictating how the attribute is compared against all of the existing lobbies stored with the service.
  • One or more of these calls will set the search parameters with an implicit boolean.

By Lobby ID

Search for a lobby ID by making a call to EOS_LobbySearch_SetLobbyId.

By User ID

Search for a User ID by making a call to EOS_LobbySearch_SetTargetUserId.

Destroy Lobby

To destroy a lobby make a call to EOS_Lobby_DestroyLobby using the parameters below:

LocalUserIdThe owner of the lobby requesting destruction of it.
LobbyIdThe ID of the lobby to destroy.
  • After a successful response theEOS_Lobby_OnDestroyLobbyCallback callback runs with the EOS_Lobby_DestroyLobbyCallbackInfo data structure indicating the lobby ID is destroyed.
  • When the lobby closes, it automatically removes all remaining members and triggers a member status update with state EOS_LMS_CLOSED.


Below are operators that work on all attribution types:

EOS_CO_EQUALSearch value is the attribute.
EOS_CO_NOTEQUALSearch value is not equal to the attribute.

Below are operators that work on number types:

EOS_CO_GREATERTHANAttribute is greater than the search value.
EOS_CO_GREATERTHANOREQUALAttribute is greater than or equal to the search value.
EOS_CO_LESSTHANAttribute is less than the search value.
EOS_CO_LESSTHANOREQUALAttribute is less than or equal to the search value.
EOS_CO_DISTANCEAttribute is close to the search value, following the formula abs(attribute – searchvalue) = 0.

Below are operators that work on string types:

EOS_CO_ANYOFThe attribute is any of in a list of string values separated by semicolons.
EOS_CO_NOTANYOFThe attribute is not any in a list of string values.

Limit Search Results

To limit the maximum number of search results that you retrieve, use EOS_LobbySearch_SetMaxResults.

Permission Levels

A lobby’s permission level controls the conditions that users can discover and join the lobby. The lobby owner can change these at any time by calling EOS_LobbyModification_SetPermissionLevel. Below are details about permissions:

Permission Level (macro)Lobby Behavior
EOS_LPL_PUBLICADVERTISEDA public lobby. Any user can find or use it at any time.
EOS_LPL_JOINVIAPRESENCEA friends-only lobby. The lobby is hidden from the public and only friends of the owner can join the lobby. This lobby is not private and can be found if the lobby ID is known.
EOS_LPL_INVITEONLYA private lobby that is hidden from the public. Users join only by invitation from an active user inside the lobby.

Change Ownership

The owner of a lobby may promote another member of the lobby to owner status by making a call to EOS_Lobby_PromoteMember. All members will receive notification of this event.

Modify Lobby

A lobby owner can modify a lobby and a user’s information by making a call to EOS_Lobby_UpdateLobbyModification to get a lobby modification handle EOS_HLobbyModification.

A lobby owner can make changes to the lobby using the following functions:

EOS_LobbyModification_SetPermissionLevelUsed to set the lobby’s Permission Level.
EOS_LobbyModification_SetMaxMembersChanges the maximum number of users allowed in a lobby at the same time. The acceptable range for this value is between the number of users currently in the lobby and EOS_LOBBY_MAX_LOBBY_MEMBERS.
EOS_LobbyModification_AddAttributeAdds a new key-value pair to the lobby data.
EOS_LobbyModification_RemoveAttributeRemoves a key-value pair from the lobby data.

Modify User Data

Any connected user can modify their own data with the following functions:

EOS_LobbyModification_AddMemberAttributeAdds a new key-value pair to a specific member of the lobby.
EOS_LobbyModification_RemoveMemberAttributeRemoves a key-value pair to a specific member of the lobby.
  • After making all desired attribute modifications, you must commit the changes to the lobby for them to take effect. You make the commit by making a call to EOS_Lobby_UpdateLobby.
  • When the operation finishes, the modifications will have been made and other lobby members will receive notification. You also receive a call to your callback function.

Event Notifications

Users have a persistent connection to the lobby and are notified of events that happen during a lobby’s lifetime. Registering for a notification can be done at startup since enough information is provided with each callback to fully describe the lobby affected.

Lobby Data Update

Any time the lobby owner makes a change to the properties of the lobby, all lobby members receive a notification.

  • The notification simply states that something has changed.
  • The game should evaluate all the available data in the lobby and reapply it to the game.
  • Any time a lobby member makes a change to the properties of their own data, all lobby members receive a notification. The notification states that something has changed.
  • The game must evaluate all the available data for the lobby member and reapply it to the game.

The following activities of users in the lobby trigger notifications to go out to all other users in the lobby as they occur:

Event TypeDescription
EOS_LMS_JOINEDA new user has joined the lobby.
EOS_LMS_LEFTA user has left the lobby and their data has been removed.
EOS_LMS_DISCONNECTEDA user disconnected.
EOS_LMS_KICKEDThe lobby owner kicked out a specific user.
EOS_LSM_PROMOTEDA user was promoted by the previous owner since the lobby owner left.
EOS_LMS_CLOSEDThe lobby is closed.

Lobby Usage Limitations

The following are limitations for lobbies and players:

FeatureService Limit
String attribute length1000 characters
Connect30 requests per minute
Find lobby30 requests per minute
Get lobby ID100 requests per minute
Find lobbies by user30 requests per minute
Find lobby by invitation30 requests per minute
Find invitations by user30 requests per minute
Join lobby30 requests per minute
Invite player30 requests per minute
Create lobby30 requests per minute
Delete lobby30 requests per minute
Delete invitation30 requests per minute
Read lobby data100 requests per minute
Update lobby attributes100 requests per minute
Update member attributes100 requests per minute
Change lobby settings30 requests per minute
Kick out player30 requests per minute
Promote player to lobby owner30 requests per minute
Max players in a lobby64
Max session attributes100
Max member attributes100
Max lobbies at one time16 per user
String attribute length1000 characters
Max number of search results for a query256

Learn more about usage quotas and best practices by reading the Epic Games Service Usage Limitations page.