| UObjectBase
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Module |
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Header |
/Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconPlayerState.h |
Include |
#include "LobbyBeaconPlayerState.h" |
UCLASS(Transient, Config=Game, NotPlaceable)
class ALobbyBeaconPlayerState : public AInfo
Lightweight representation of a player while connected to the game through the lobby exists for the lifetime of a player whether they are in the lobby or not assumption that the data here doesn't change often and locks when they actually join the server
Name | Description | ||
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bool |
bInLobby |
Is the player in the lobby or game |
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TObjectPtr< AOn... |
ClientActor |
Reference to the beacon actor related to this player |
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DisplayName |
Visible friendly player name |
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PartyOwnerUniqueId |
Party owner id |
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UniqueId |
Player unique id |
Name | Description | |
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ALobbyBeaconPlayerState ( |
Name | Description | ||
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bool |
IsValid() |
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FOnPlayerSta... |
OnPartyOwnerChanged() |
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FOnPlayerSta... |
OnPlayerStateChanged() |
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void |
OnRep_InLobby() |
Player has joined or left the lobby |
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void |
OnRep_PartyOwner() |
Party owner has changed |
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void |
OnRep_UniqueId() |
Unique Id has replicated |
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FOnPlayerSta... |
OnUniqueIdReplicated() |
Name | Description | ||
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bool |
IsNetRelevantFor |
Checks to see if this actor is relevant for a specific network connection |
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void |
PostInitializeComponents() |
Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
Name |
Description |
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---|---|---|
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FOnPlayerStateChanged |
Delegate fired when this player state has changed in some way |