| UObjectBase
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Module |
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Header |
/Engine/Plugins/Online/OnlineFramework/Source/Party/Public/User/SocialUser.h |
Include |
#include "User/SocialUser.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Within=SocialToolkit)
class USocialUser : public UObject
Name | Description | ||
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bDebug_IsPresenceArtificial |
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Debug_RandomPresence |
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NumPendingQueries |
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OnSubsystemIdEstablished |
Name | Description | |
---|---|---|
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USocialUser() |
Name |
Description |
|
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FOnBlockedStatusChanged |
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FOnFriendRemoved |
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FOnNicknameChanged |
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FOnSubsystemIdEstablished |
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FOnUserGameSpecificStatusChanged |
Provided so that lists with custom game-specific filtering (and any other listeners) can potentially re-evaluate a user the pattern here is similar to OnUserPresenceChanged but not subsystem-specific |
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FOnUserPresenceChanged |
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FPartyInviteResponseEvent |
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FSubsystemUserInfo |
Name |
Description |
---|---|
InitEventsByUser |
Initialization delegates that fire only when a specific user has finishing initializing. |