| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/GameSession.h |
Include |
#include "GameFramework/GameSession.h" |
class AGameSession : public AInfo
Acts as a game-specific wrapper around the session interface. The game code makes calls to this when it needs to interact with the session interface. A game session exists only the server, while running an online game.
Name | Description | ||
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bool |
bRequiresPushToTalk |
Is voice enabled always or via a push to talk keybinding |
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int32 |
MaxPartySize |
Restrictions on the largest party that can join together |
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int32 |
MaxPlayers |
Maximum number of players allowed by this server. |
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int32 |
MaxSpectators |
Maximum number of spectators allowed by this server. |
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uint8 |
MaxSplitscreensPerConnection |
Maximum number of splitscreen players to allow from one connection |
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SessionName |
SessionName local copy from PlayerState class. |
Name | Description | |
---|---|---|
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AGameSession ( |
Name | Description | ||
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void |
AddAdmin ( |
Add a player to the admin list of this session |
|
ApproveLogin ( |
Called from GameMode.PreLogin() and Login(). |
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|
bool |
AtCapacity ( |
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bool |
BanPlayer ( |
Forcibly remove player from the server and ban them permanently |
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bool |
CanRestartGame() |
Called from GameMode.RestartGame(). |
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void |
DumpSessionState() |
Dump session info to log for debugging. |
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int32 |
GetNextPlayerID() |
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|
bool |
GetSessionJoinability ( |
Get the current joinability settings for a given session |
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void |
HandleMatchHasEnded() |
Handle when the match has completed |
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void |
HandleMatchHasStarted() |
Handle when the match has started |
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void |
HandleMatchIsWaitingToStart() |
Handle when the match enters waiting to start |
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bool |
HandleStartMatchRequest() |
True if GameSession handled the request, in case it wants to stall for some reason. |
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void |
InitOptions ( |
Initialize options based on passed in options string |
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bool |
KickPlayer ( |
Forcibly remove player from the server |
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void |
NotifyLogout ( |
Called when a player logs out of game. |
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void |
NotifyLogout ( |
Called when a PlayerController logs out of game. |
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void |
OnAutoLoginComplete ( |
Delegate triggered on auto login completion |
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void |
OnEndSessionComplete ( |
Delegate called when EndSession has completed |
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void |
OnStartSessionComplete ( |
Delegate called when StartSession has completed |
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void |
PostLogin ( |
Called by GameMode::PostLogin to give session code chance to do work after PostLogin |
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void |
PostSeamlessTravel() |
Called after a seamless level transition has been completed on the new GameMode used to reinitialize players already in the game as they won't have *Login() called on them |
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bool |
ProcessAutoLogin() |
Allow an online service to process a login if specified on the commandline with -auth_login/-auth_password |
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void |
RegisterPlayer ( |
Register a player with the online service session |
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void |
RegisterServer() |
Allow a dedicated server a chance to register itself with an online service |
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void |
RegisterServerFailed() |
Callback when autologin was expected but failed |
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void |
RemoveAdmin ( |
Remove a player from the admin list of this session |
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bool |
RequiresPushToTalk() |
Does the session require push to talk |
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void |
Restart() |
Restart the session |
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void |
ReturnToMainMenuHost() |
Gracefully tell all clients then local players to return to lobby |
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void |
UnregisterPlayer ( |
Unregister a player from the online service session |
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void |
UnregisterPlayer ( |
Unregister a player from the online service session |
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void |
UpdateSessionJoinability ( |
Update session join parameters |
Name | Description | ||
---|---|---|---|
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void |
RegisterPlayer ( |
Use RegisterPlayer with FUniqueNetIdRepl |
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void |
UnregisterPlayers |
Use UnregisterPlayers with FUniqueNetIdRepl |
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void |
UnregisterPlayers ( |
Use UnregisterPlayers with FUniqueNetIdRepl |