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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconClient.h |
Include |
#include "LobbyBeaconClient.h" |
UCLASS(Transient, Config=Engine, NotPlaceable)
class ALobbyBeaconClient : public AOnlineBeaconClient
A beacon client used for quality timings to a specified session
Name | Description | ||
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bLoggedIn |
Has this beacon been properly logged in |
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DestSessionId |
Session Id of the destination host |
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JoiningGame |
Delegate broadcast when this player is told to join the game by the server (clientside) |
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JoiningGameAck |
Delegate broadcast when the server acknowledges the client request to join the server (clientside) |
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LobbyConnectionEstablished |
Delegate broadcast when first connected to the lobby beacon (clientside) |
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LobbyJoinServerState |
True once the server has acknowledged our join intent |
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LobbyState |
Client view of the lobby state |
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LoginCompleteDelegate |
Delegate broadcast when login is complete (clientside) |
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PlayerJoinedDelegate |
Delegate broadcast when a new player joins (clientside) |
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PlayerLeftDelegate |
Delegate broadcast when an existing player leaves (clientside) |
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PlayerState |
Player state associated with this beacon ( |
Name | Description | |
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ALobbyBeaconClient ( |
Name | Description | ||
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AckJoiningServer() |
Acknowledge that client is traveling |
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ClientAckJoiningServer() |
Acknowledge that client is traveling |
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ClientJoinGame() |
Tell the client to join the game |
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ClientLoginComplete ( |
Client notification result for a single login attempt |
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ClientPlayerJoined ( |
Client notification that another player has joined the lobby |
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ClientPlayerLeft ( |
Client notification that another player has left the lobby |
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ClientSetInviteFlags ( |
Send updated session settings to client |
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ClientWasKicked ( |
This was client was kicked by the server |
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ConnectToLobby ( |
Initiate a connection to the lobby host beacon |
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DisconnectFromLobby() |
Graceful disconnect from server with no intent of joining further |
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IsLoggedIn() |
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JoiningServer() |
Graceful notification that this client is going to join the server |
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KickPlayer ( |
Ask the server to kick a given player (may not succeed) |
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LoginLocalPlayers() |
Internal function to log in a local players when first connected to the beacon |
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FOnJoiningGa... |
OnJoiningGame() |
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FOnJoiningGa... |
OnJoiningGameAck() |
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FOnLobbyConn... |
OnLobbyConnectionEstablished() |
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FOnLobbyLogi... |
OnLoginComplete() |
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FOnLobbyPlay... |
OnPlayerJoined() |
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FOnLobbyPlay... |
OnPlayerLeft() |
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ServerCheat ( |
Run a cheat command on the server |
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ServerDisconnectFromLobby() |
Make a graceful disconnect with the server |
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ServerKickPlayer ( |
Make a request to kick a given player |
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ServerLoginPlayer ( |
Attempt to login a single local player with the lobby beacon |
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ServerNotifyJoiningServer() |
Make a graceful request to actually join the server |
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ServerSetPartyOwner ( |
Make a request to set the party owner for the given player |
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SetLobbyState ( |
Set the lobby state for this client beacon |
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SetPartyOwnerId ( |
Tell the server to set a party owner |
Name | Description | ||
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OnConnected() |
A connection has been made and RPC/replication can begin |