| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconState.h |
Include |
#include "LobbyBeaconState.h" |
UCLASS(Transient, Config=Game, NotPlaceable)
class ALobbyBeaconState : public AInfo
Shared state of the game from the lobby perspective Duplicates much of the data in the traditional AGameState object for sharing with players connected via beacon only
Name | Description | ||
---|---|---|---|
|
friend |
ALobbyBeaconHost |
|
|
bool |
bLobbyStarted |
Has the lobby already been started |
|
friend |
FLobbyPlayerStateInfoArray |
|
|
double |
LastTickTime |
Time that last tick occurred for calculating wait time |
|
TSubclassOf< AL... |
LobbyBeaconPlayerStateClass |
Class to use for lobby beacon player states |
|
LobbyStarted |
Delegate fired when the lobby starts |
|
|
LobbyWaitingForPlayersUpdate |
Delegate fired as time counts down waiting for players in the lobby |
|
|
int32 |
MaxPlayers |
Total number of players allowed in the lobby |
|
OneSecTimerHandle |
Handle to manage a one sec timer |
|
|
PlayerLobbyStateAdded |
Delegate fired when a player is added to the lobby |
|
|
PlayerLobbyStateRemoved |
Delegate fired when a player is removed from the lobby |
|
|
Players |
Array of players currently in the game, lobby or otherwise |
|
|
float |
WaitForPlayersTimeRemaining |
Amount of time waiting for other players before starting the lobby |
Name | Description | |
---|---|---|
|
ALobbyBeaconState ( |
Name | Description | ||
---|---|---|---|
|
ALobbyBeacon... |
AddPlayer ( |
Create and replicate the appropriate player state for the new player |
|
ALobbyBeacon... |
CreateNewPlayer ( |
Create a new player for this lobby beacon state |
|
void |
DumpState() |
Output current state of lobby to log |
|
int32 |
GetMaxPlayers() |
|
|
int32 |
GetNumPlayers() |
|
|
ALobbyBeacon... |
GetPlayer ( |
Get an existing player in the lobby |
|
ALobbyBeacon... |
GetPlayer ( |
Get an existing player in the lobby |
|
ALobbyBeacon... |
GetPlayer ( |
Get an existing player in the lobby |
|
bool |
HasLobbyStarted() |
|
|
void |
OneSecTick() |
One sec tick function to handle countdowns |
|
FOnLobbyStar... |
OnLobbyStarted() |
|
|
FOnLobbyWait... |
OnLobbyWaitingForPlayersUpdate() |
|
|
FOnPlayerLob... |
OnPlayerLobbyStateAdded() |
|
|
FOnPlayerLob... |
OnPlayerLobbyStateRemoved() |
|
|
void |
OnPostLobbyStartedTickInternal ( |
Internal helper function called as part of OneSecTick if the lobby has been started already |
|
void |
OnPreLobbyStartedTickInternal ( |
Internal helper function called as part of OneSecTick if the lobby hasn't been started yet |
|
void |
OnRep_LobbyStarted() |
Handle the lobby starting |
|
void |
OnRep_WaitForPlayersTimeRemaining() |
Handle notification of time left to wait for lobby to start |
|
void |
RemovePlayer ( |
Remove an existing player from the lobby |
|
bool |
RequireFullLobbyToStart() |
Determines whether the beacon state requires a full game before allowing a lobby to start; False by default |
|
void |
StartLobby() |
Start the lobby for incoming players |
|
void |
StartWaiting() |
Start the waiting for other players (first player logged in success) |
|
void |
UpdatePartyLeader ( |
Update the party leader for a given player |
Name | Description | ||
---|---|---|---|
|
bool |
IsNetRelevantFor |
Checks to see if this actor is relevant for a specific network connection |
|
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 | ||
---|---|---|---|
|
void |
PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |