| UObjectBase
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Module |
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Header |
/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/OnlineBeaconHostObject.h |
Include |
#include "OnlineBeaconHostObject.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine, NotPlaceable)
class AOnlineBeaconHostObject : public AActor
Base class for any unique beacon connectivity, paired with an AOnlineBeaconClient implementation
By defining a beacon type and implementing the ability to spawn unique AOnlineBeaconClients, any two instances of the engine can communicate with each other without officially connecting through normal Unreal networking
Name | Description | ||
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BeaconTypeName |
Custom name for this beacon |
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ClientActors |
List of all client beacon actors with active connections |
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TSubclassOf< AO... |
ClientBeaconActorClass |
Class reference for spawning client beacon actor |
Name | Description | |
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AOnlineBeaconHostObject ( |
Name | Description | ||
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DisconnectClient ( |
Disconnect a given client from the host |
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EBeaconState... |
GetBeaconState() |
Get the state of the beacon (accepting/rejecting connections) |
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const FStrin... |
GetBeaconType() |
Get the type of beacon supported by this host |
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TSubclassOf<... |
GetClientBeaconActorClass() |
Simple accessor for client beacon actor class |
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GetNetDriverName() |
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GetNumClientActors() |
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NotifyClientDisconnected ( |
Notification that a client has been disconnected from the host in some way (timeout, client initiated, etc) |
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OnClientConnected ( |
Delegate triggered when a new client connection is made |
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AOnlineBeaco... |
SpawnBeaconActor ( |
Each beacon host must be able to spawn the appropriate client beacon actor to communicate with the initiating client |
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Unregister() |
Called when this class is unregistered by the beacon host Do any necessary cleanup. |