Kronos Matchmaking

Kronos Matchmaking (v2.2.1): The definitive matchmaking solution for Unreal Engine!

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Working on a multiplayer project, but don’t know how to get players into the same match?

This plugin handles the entire process of connecting players into the same game automatically! All you have to do is start matchmaking and watch the magic happen! Of course there is no magic behind the scenes, just a complex C++ code base handling everything from finding and joining sessions, to resolving connections, requesting reservations, and establishing the connection with the desired host.

Start matchmaking with a single Blueprint node!

Once matchmaking is started, everything is handled by the plugin automatically. Sessions will be queried and the player will join the best available session. If no sessions were found, the matchmaking will decide whether to widen the search range and start a new search, or whether it should switch over to hosting role – creating a new session. These decisions are made based on the parameters you’ve set for the matchmaking.

Easy project integration!

Kronos was built as a standalone plugin from the ground up with seamless project integration in mind. Once you have the Online Subsystem configured, all you have to do is override the Online Session class and you are ready to start matchmaking! The plugin doesn’t have any dependencies to what happens in matches, so integrating it into existing projects or templates is very easy. In most cases you just have to replace the Create, Find, or Join Session nodes with their Kronos counterparts.

No server fees, or any external service costs!

Kronos is built on the Online Subsystem framework of Unreal Engine. The Online Subsystem is an interface that provide a common way to access the functionality of online services such as Steam® or EOS. This means that Kronos can support a wide range of online platforms, that allow hosting sessions without any cost!

Huge time saver for indies, and a perfect learning material for programmers.

Kronos has been in development for over 2 years. It’s a complex plugin, but it is made up of standalone pieces that can be examined and understood on their own. If you are interested in learning more about matchmaking – or the Online Subsystem in general – this plugin serves as a great example!

Technical Details


  • Skill Based Matchmaking
  • Parties
  • Game Reservations
  • Game Lobbies
  • Blueprint Support
  • Full Source Code Access

Code Modules:

  • Kronos (Runtime)
  • KronosEditor (Editor)

Number of C++ Classes: 49

Network Replicated: Yes

Supported Development Platforms: Windows 64-bit

Supported Target Build Platforms: Windows 64-bit

Up to date versions on Marketplace for UE: 5.1, 5.2, 5.3

Updates for older engine versions can be downloaded from: Kronos LTS Program


  • All platforms have their own quirks, so if you are NOT planning on using the Steam® Online Subsystem, minor changes in session configuration may be required!
  • Parties are not persistent. Due to the nature of Online Beacons, parties are disbanded when joining a game. However, parties can be recreated and reconnected after returning to the main menu.
  • No dedicated server support. This plugin is designed for the P2P listen server model.
  • No split-screen support.


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