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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/OnlineBeaconHost.h |
Include |
#include "OnlineBeaconHost.h" |
UCLASS(Transient, NotPlaceable, Config=Engine)
class AOnlineBeaconHost : public AOnlineBeacon
Main actor that listens for side channel communication from another Unreal Engine application
The AOnlineBeaconHost listens for connections to route to a registered AOnlineBeaconHostObject The AOnlineBeaconHostObject is responsible for spawning the server version of the AOnlineBeaconClient The AOnlineBeaconHost pairs the two client actors, verifies the validity of the exchange, and accepts/continues the connection
Name | Description | |
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AOnlineBeaconHost ( |
Name | Description | ||
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DisconnectClient ( |
Disconnect a given client from the host |
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AOnlineBeaco... |
GetClientActor ( |
Get a client beacon actor for a given connection |
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GetDebugName ( |
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AOnlineBeaco... |
GetHost ( |
Get the host responsible for a given beacon type |
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GetListenPort() |
Get the listen port for this beacon |
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InitHost() |
Initialize the host beacon on a specified port Creates the net driver and begins listening for connections |
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OnAuthenticationVerificationComplete ( |
Event which must be signaled to complete an authentication verification request. |
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RegisterHost ( |
Register a beacon host and its client actor factory |
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RemoveClientActor ( |
Remove a client beacon actor from the list of active connections |
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StartVerifyAuthentication ( |
Start verifying an authentication token for a connection. |
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UnregisterHost ( |
Unregister a beacon host, making future connections of a given type unresponsive |
Name | Description | ||
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HandleNetworkFailure ( |
Notification of network error messages, allows a beacon to handle the failure |
Name | Description | ||
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OnNetCleanup ( |
Handles cleaning up the associated Actor when killing the connection |
Name | Description | ||
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NotifyControlMessage ( |
Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage |
Name |
Description |
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FOnBeaconConnected |
Delegate to route a connection event to the appropriate beacon host, by type |
FOnBeaconSpawned |
Delegate to route a connection attempt to the appropriate beacon host, by type |