| UObjectBase
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Module |
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Header |
/Engine/Plugins/Online/OnlineFramework/Source/Rejoin/Public/RejoinCheck.h |
Include |
#include "RejoinCheck.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract)
class URejoinCheck : public UObject
Class responsible for maintaining the status/availability of a session already in progress for a client to join
Name | Description | ||
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LastKnownStatus |
Rejoin status |
Name | Description | |
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URejoinCheck() |
Name | Description | ||
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CheckRejoinStatus ( |
Check the backend for the existence of game session that the local player is registered with It will continue to return a valid value until that session is complete |
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ClearTimers() |
Clear all timers associated with rejoin |
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T * |
GetGameInstance() |
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const FOnlin... |
GetSearchResult() |
Helpers |
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ERejoinStatu... |
GetStatus() |
Get the current state in the rejoin check flow. Dev mode may return CVarDebugRejoin if it was set |
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UWorld * |
GetWorld() |
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HasCompletedCheck() |
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IsAttemptingRejoin() |
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IsRejoinAvailable() |
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IsRejoinCheckEnabled() |
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FOnRejoinChe... |
OnRejoinCheckStatusChanged() |
Access to the multicast delegate fired when a rejoin check status update is given |
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OnRejoinFailure ( |
Called any time there is a failure to complete the attempted rejoin |
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RejoinLastSession ( |
Rejoin the last session if one is found. |
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Reset() |
Reset the rejoin state. |
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SetStatus ( |
Manually set the status of rejoins. |
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TravelToSession() |
Use the search result to travel to the given server session Called after a session has been joined by the online platform |