AMagicLeapSharedWorldPlayerController::ClientMarkReadyForSendingLocalData

Marks the client ready to start sending local data to the server.

Windows
MacOS
Linux

References

Module

MagicLeapSharedWorld

Header

/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapSharedWorld/Public/MagicLeapSharedWorldPlayerController.h

Include

#include "MagicLeapSharedWorldPlayerController.h"

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Client)
void ClientMarkReadyForSendingLocalData()

Remarks

Marks the client ready to start sending local data to the server. Currently this function or the ::CanSendLocalDataToServer() function is not that relevant to the implementation. The data will reach the server even if ::ServerSetLocalWorldData() is called before this function.

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