ALobbyBeaconPlayerState

Lightweight representation of a player while connected to the game through the lobby exists for the lifetime of a player whether they are in the lobby or not assumption that the data here doesn't change often and locks when they actually join the server

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Lobby

Header

/Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconPlayerState.h

Include

#include "LobbyBeaconPlayerState.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Game, NotPlaceable)
class ALobbyBeaconPlayerState : public AInfo

Remarks

Lightweight representation of a player while connected to the game through the lobby exists for the lifetime of a player whether they are in the lobby or not assumption that the data here doesn't change often and locks when they actually join the server

Variables

Name Description

Public variable UProperty replicatedusing

bool

 

bInLobby

Is the player in the lobby or game

Public variable UProperty Replicated

AOnlineBeaconCl...

 

ClientActor

Reference to the beacon actor related to this player

Public variable UProperty Replicated

FText

 

DisplayName

Visible friendly player name

Public variable UProperty replicatedusing

FUniqueNetIdRep...

 

PartyOwnerUniqueId

Party owner id

Public variable UProperty replicatedusing

FUniqueNetIdRep...

 

UniqueId

Player unique id

Constructors

Name Description

Public function

ALobbyBeaconPlayerState

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

bool

 

IsValid()

Public function

FOnPlayerSta...

 

OnPartyOwnerChanged()

Public function

FOnPlayerSta...

 

OnPlayerStateChanged()

Protected function UFunction

void

 

OnRep_InLobby()

Player has joined or left the lobby

Protected function UFunction

void

 

OnRep_PartyOwner()

Party owner has changed

Protected function UFunction

void

 

OnRep_UniqueId()

Unique Id has replicated

Public function

FOnPlayerSta...

 

OnUniqueIdReplicated()

Overridden from AActor

Name Description

Public function Virtual Const

bool

 

IsNetRelevantFor

(
    const AActor* RealViewer,
    const AActor* ViewTarget,
    const FVector& SrcLocation
)

Checks to see if this actor is relevant for a specific network connection

Public function Virtual

void

 

PostInitializeComponents()

Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

Classes

Name

Description

Public class

FOnPlayerStateChanged

Delegate fired when this player state has changed in some way

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss