| FOnlinePartyRepDataBase
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Module |
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Header |
/Engine/Plugins/Online/OnlineFramework/Source/Party/Public/Party/PartyMember.h |
Include |
#include "Party/PartyMember.h" |
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FPartyMemberRepData : public FOnlinePartyRepDataBase
Base struct used to replicate data about the state of a single party member to all members.
Name | Description | |
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FPartyMemberRepData() |
Name | Description | ||
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CrossplayPre... |
GetCrossplayPreference() |
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PlatformArgT... |
GetPlatform() |
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PlatformSess... |
GetPlatformSessionId() |
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PlatformUniq... |
GetPlatformUniqueId() |
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FOnCrossplay... |
OnCrossplayPreferenceChanged() |
Bind to receive the new property value only on changes |
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FOnCrossplay... |
OnCrossplayPreferenceChangedDif() |
Bind to receive both the new and old property value on changes |
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FOnPlatformC... |
OnPlatformChanged() |
Bind to receive the new property value only on changes |
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FOnPlatformC... |
OnPlatformChangedDif() |
Bind to receive both the new and old property value on changes |
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FOnPlatformS... |
OnPlatformSessionIdChanged() |
Bind to receive the new property value only on changes |
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FOnPlatformS... |
OnPlatformSessionIdChangedDif() |
Bind to receive both the new and old property value on changes |
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FOnPlatformU... |
OnPlatformUniqueIdChanged() |
Bind to receive the new property value only on changes |
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FOnPlatformU... |
OnPlatformUniqueIdChangedDif() |
Bind to receive both the new and old property value on changes |
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SetCrossplayPreference ( |
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SetOwningMember ( |
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SetPlatform ( |
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SetPlatformSessionId ( |
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SetPlatformUniqueId ( |
Name | Description | ||
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CanEditData() |
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CompareAgainst ( |
Compare this data against the given old data, triggering delegates as appropriate. |
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const USocia... |
GetOwnerParty() |
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const UParty... |
GetOwningMember() |
Name |
Description |
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CrossplayPreferenceArgType |
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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 |
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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 |
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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 |
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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 |
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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 |
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PlatformSessionIdArgType |
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PlatformUniqueIdArgType |