# Make a Multiplayer Lobby

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## What You Will Build

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## Step 1: Test in Play In Editor

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![Sequencer Track Setup](https://media.gamedna.studio/media/6dce9f6a-0e43-4928-8f6f-9bd9aa7f337b/original.jpg "Sequencer Track Setup")

## Step 2: Expose Values to Designers

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1. Open the Unreal Editor and navigate to Edit > Plugins
2. Search for the plugin name and enable it
3. Restart the editor when prompted
4. Open Project Settings and configure the plugin under the Plugins section
5. Add the component to your Actor Blueprint
6. Configure the desired properties in the Details panel
7. Compile and test your Blueprint

## Step 3: Handle the Edge Cases

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```cpp
UINTERFACE(MinimalAPI, Blueprintable)
class UCorePhysicsEdgeInterface : public UInterface
{
    GENERATED_BODY()
};

class ICorePhysicsEdgeInterface
{
    GENERATED_BODY()

public:
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
    void OnPluginActivated(bool bSuccess);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
    FMyResult ProcessData(const FMyInput& Input);

    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "CorePhysicsEdge")
    bool CanExecute() const;
};
```

## Next Steps

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