FPartyMemberRepData

Base struct used to replicate data about the state of a single party member to all members.

Windows
MacOS
Linux

Inheritance Hierarchy

FOnlinePartyRepDataBase

FPartyMemberRepData

References

Module

Party

Header

/Engine/Plugins/Online/OnlineFramework/Source/Party/Public/Party/PartyMember.h

Include

#include "Party/PartyMember.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FPartyMemberRepData : public FOnlinePartyRepDataBase

Remarks

Base struct used to replicate data about the state of a single party member to all members.

Constructors

Name Description

Public function

FPartyMemberRepData()

Functions

Name Description

Public function Const

CrossplayPre...

 

GetCrossplayPreference()

Public function Const

PlatformArgT...

 

GetPlatform()

Public function Const

PlatformSess...

 

GetPlatformSessionId()

Public function Const

PlatformUniq...

 

GetPlatformUniqueId()

Public function Const

FOnCrossplay...

 

OnCrossplayPreferenceChanged()

Bind to receive the new property value only on changes

Public function Const

FOnCrossplay...

 

OnCrossplayPreferenceChangedDif()

Bind to receive both the new and old property value on changes

Public function Const

FOnPlatformC...

 

OnPlatformChanged()

Bind to receive the new property value only on changes

Public function Const

FOnPlatformC...

 

OnPlatformChangedDif()

Bind to receive both the new and old property value on changes

Public function Const

FOnPlatformS...

 

OnPlatformSessionIdChanged()

Bind to receive the new property value only on changes

Public function Const

FOnPlatformS...

 

OnPlatformSessionIdChangedDif()

Bind to receive both the new and old property value on changes

Public function Const

FOnPlatformU...

 

OnPlatformUniqueIdChanged()

Bind to receive the new property value only on changes

Public function Const

FOnPlatformU...

 

OnPlatformUniqueIdChangedDif()

Bind to receive both the new and old property value on changes

Public function

void

 

SetCrossplayPreference

(
    CrossplayPreferenceArgType NewCross...
)

Public function

void

 

SetOwningMember

(
    const UPartyMember& InOwnerMember
)

Public function

void

 

SetPlatform

(
    PlatformArgType NewPlatform
)

Public function

void

 

SetPlatformSessionId

(
    PlatformSessionIdArgType NewPlatfor...
)

Public function

void

 

SetPlatformUniqueId

(
    PlatformUniqueIdArgType NewPlatform...
)

Overridden from FOnlinePartyRepDataBase

Name Description

Protected function Virtual Const

bool

 

CanEditData()

Protected function Virtual Const

void

 

CompareAgainst

(
    const FOnlinePartyRepDataBase& Old...
)

Compare this data against the given old data, triggering delegates as appropriate.

Protected function Virtual Const

const USocia...

 

GetOwnerParty()

Protected function Virtual Const

const UParty...

 

GetOwningMember()

Typedefs

Name

Description

CrossplayPreferenceArgType

FOnCrossplayPreferenceChanged

Bummer to have two signatures, but cases that want both the old and new values are much rarer, so most don't want to bother with a handler that takes an extra unused param

FOnCrossplayPreferenceChangedDif

FOnPlatformChanged

Bummer to have two signatures, but cases that want both the old and new values are much rarer, so most don't want to bother with a handler that takes an extra unused param

FOnPlatformChangedDif

FOnPlatformSessionIdChanged

Bummer to have two signatures, but cases that want both the old and new values are much rarer, so most don't want to bother with a handler that takes an extra unused param

FOnPlatformSessionIdChangedDif

FOnPlatformUniqueIdChanged

Bummer to have two signatures, but cases that want both the old and new values are much rarer, so most don't want to bother with a handler that takes an extra unused param

FOnPlatformUniqueIdChangedDif

MutableCrossplayPreferenceType

If the property is a POD or ptr type, we'll work with it by copy. Otherwise, by const ref

MutablePlatformSessionIdType

If the property is a POD or ptr type, we'll work with it by copy. Otherwise, by const ref

MutablePlatformType

If the property is a POD or ptr type, we'll work with it by copy. Otherwise, by const ref

MutablePlatformUniqueIdType

If the property is a POD or ptr type, we'll work with it by copy. Otherwise, by const ref

PlatformArgType

PlatformSessionIdArgType

PlatformUniqueIdArgType

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