ALobbyBeaconClient

A beacon client used for quality timings to a specified session

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Lobby

Header

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

Include

#include "LobbyBeaconClient.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine, NotPlaceable)
class ALobbyBeaconClient : public AOnlineBeaconClient

Remarks

A beacon client used for quality timings to a specified session

Variables

Name Description

Protected variable

bool

 

bLoggedIn

Has this beacon been properly logged in

Protected variable

FString

 

DestSessionId

Session Id of the destination host

Protected variable

FOnJoiningGame

 

JoiningGame

Delegate broadcast when this player is told to join the game by the server (clientside)

Protected variable

FOnJoiningGame

 

JoiningGameAck

Delegate broadcast when the server acknowledges the client request to join the server (clientside)

Protected variable

FOnLobbyConnect...

 

LobbyConnectionEstablished

Delegate broadcast when first connected to the lobby beacon (clientside)

Protected variable UProperty

ELobbyBeaconJoi...

 

LobbyJoinServerState

True once the server has acknowledged our join intent

Public variable UProperty Replicated

ALobbyBeaconSta...

 

LobbyState

Client view of the lobby state

Protected variable

FOnLobbyLoginCo...

 

LoginCompleteDelegate

Delegate broadcast when login is complete (clientside)

Protected variable

FOnLobbyPlayerJ...

 

PlayerJoinedDelegate

Delegate broadcast when a new player joins (clientside)

Protected variable

FOnLobbyPlayerL...

 

PlayerLeftDelegate

Delegate broadcast when an existing player leaves (clientside)

Public variable UProperty Replicated

ALobbyBeaconPla...

 

PlayerState

Player state associated with this beacon (

Constructors

Name Description

Public function

ALobbyBeaconClient

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

AckJoiningServer()

Acknowledge that client is traveling

Protected function Virtual UFunction Client, Reliable

void

 

ClientAckJoiningServer()

Acknowledge that client is traveling

Public function Virtual UFunction Client, Reliable

void

 

ClientJoinGame()

Tell the client to join the game

Protected function UFunction Client, Reliable

void

 

ClientLoginComplete

(
    const FUniqueNetIdRepl& InUniqueId,
    bool bWasSuccessful
)

Client notification result for a single login attempt

Protected function Virtual UFunction Client, Reliable

void

 

ClientPlayerJoined

(
    const FText& NewPlayerName,
    const FUniqueNetIdRepl& InUniqueId
)

Client notification that another player has joined the lobby

Protected function Virtual UFunction Client, Reliable

void

 

ClientPlayerLeft

(
    const FUniqueNetIdRepl& InUniqueId
)

Client notification that another player has left the lobby

Public function UFunction Client, Reliable

void

 

ClientSetInviteFlags

(
    const FJoinabilitySettings& Settin...
)

Send updated session settings to client

Protected function UFunction Client, Reliable

void

 

ClientWasKicked

(
    const FText& KickReason
)

This was client was kicked by the server

Public function Virtual

void

 

ConnectToLobby

(
    const FOnlineSessionSearchResult& ...
)

Initiate a connection to the lobby host beacon

Public function Virtual

void

 

DisconnectFromLobby()

Graceful disconnect from server with no intent of joining further

Public function Const

bool

 

IsLoggedIn()

Public function Virtual

void

 

JoiningServer()

Graceful notification that this client is going to join the server

Public function

void

 

KickPlayer

(
    const FUniqueNetIdRepl& PlayerToKi...,
    const FText& Reason
)

Ask the server to kick a given player (may not succeed)

Protected function Virtual

void

 

LoginLocalPlayers()

Internal function to log in a local players when first connected to the beacon

Public function

FOnJoiningGa...

 

OnJoiningGame()

Public function

FOnJoiningGa...

 

OnJoiningGameAck()

Public function

FOnLobbyConn...

 

OnLobbyConnectionEstablished()

Public function

FOnLobbyLogi...

 

OnLoginComplete()

Public function

FOnLobbyPlay...

 

OnPlayerJoined()

Public function

FOnLobbyPlay...

 

OnPlayerLeft()

Public function UFunction Server, Reliable withvalidation

void

 

ServerCheat

(
    const FString& Msg
)

Run a cheat command on the server

Protected function Virtual UFunction Server, Reliable withvalidation

void

 

ServerDisconnectFromLobby()

Make a graceful disconnect with the server

Protected function Virtual UFunction Server, Reliable withvalidation

void

 

ServerKickPlayer

(
    const FUniqueNetIdRepl& PlayerToKi...,
    const FText& Reason
)

Make a request to kick a given player

Protected function Virtual UFunction Server, Reliable withvalidation

void

 

ServerLoginPlayer

(
    const FString& InSessionId,
    const FUniqueNetIdRepl& InUniqueId,
    const FString& UrlString
)

Attempt to login a single local player with the lobby beacon

Protected function Virtual UFunction Server, Reliable withvalidation

void

 

ServerNotifyJoiningServer()

Make a graceful request to actually join the server

Protected function Virtual UFunction Server, Reliable withvalidation

void

 

ServerSetPartyOwner

(
    const FUniqueNetIdRepl& InUniqueId,
    const FUniqueNetIdRepl& InPartyOwn...
)

Make a request to set the party owner for the given player

Protected function

void

 

SetLobbyState

(
    ALobbyBeaconState* InLobbyStat...
)

Set the lobby state for this client beacon

Public function Virtual

void

 

SetPartyOwnerId

(
    const FUniqueNetIdRepl& InUniqueId,
    const FUniqueNetIdRepl& InPartyOwn...
)

Tell the server to set a party owner

Overridden from AOnlineBeaconClient

Name Description

Public function Virtual

void

 

OnConnected()

A connection has been made and RPC/replication can begin

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