UEditorEngine::OnLoginPIEComplete

Delegate called as each PIE instance login is complete, continues creating the PIE world for a single instance

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h

Include

#include "Editor/EditorEngine.h"

Source

/Engine/Source/Editor/UnrealEd/Private/PlayLevel.cpp

Syntax

virtual void OnLoginPIEComplete
(
    int32 LocalUserNum,
    bool bWasSuccessful,
    const FString & ErrorString,
    FPieLoginStruct DataStruct
)

Remarks

Delegate called as each PIE instance login is complete, continues creating the PIE world for a single instance

Parameters

Parameter

Description

LocalUserNum

local user id, for PIE is going to be 0 (there is no splitscreen)

bWasSuccessful

was the login successful

ErrorString

descriptive error when applicable

DataStruct

data required to continue PIE creation, set at login time

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