Name |
Description |
|
---|---|---|
|
ALobbyBeaconClient |
A beacon client used for quality timings to a specified session |
|
ALobbyBeaconHost |
Host object for maintaining a lobby before players actually join a server ready to receive them |
|
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 |
|
ALobbyBeaconState |
Shared state of the game from the lobby perspective Duplicates much of the data in the traditional AGameState object for sharing with players connected via beacon only |
|
FLobbyModule |
Total async thread time Module for lobbies via online beacon |
|
FLobbyPlayerStateActorInfo |
Replication structure for a single beacon player state |
|
FLobbyPlayerStateInfoArray |
Struct for fast TArray replication of lobby player state |
Name |
Description |
---|---|
FOnJoiningGame |
Delegate called when the player is joining the game from the lobby |
FOnLobbyConnectionEstablished |
Delegate called a connection with the lobby beacon is established (but not logged in yet) |
FOnLobbyLoginComplete |
Delegate called when the login handshake for this client is complete |
FOnLobbyPlayerJoined |
Delegate called when a player joins the lobby |
FOnLobbyPlayerLeft |
Delegate called when a player leaves the lobby |
FOnLobbyStarted |
Delegate fired when the lobby is open to players |
FOnLobbyWaitingForPlayersUpdate |
Delegate fired as time counts down waiting for players in the lobby |
FOnPlayerLobbyStateChanged |
Delegate fired when the player state in the lobby has changed (add/remove/etc) |
Name |
Description |
|
---|---|---|
|
ELobbyBeaconJoinState |
Name | Description | ||
---|---|---|---|
|
STATCAT_Advanced |
Logging related to parties Lobby module stats |