Navigation
API > API/Plugins > API/Plugins/Lobby
A beacon client used for quality timings to a specified session
| Name | ALobbyBeaconClient |
| Type | class |
| Header File | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconClient.h |
| Include Path | #include "LobbyBeaconClient.h" |
Syntax
UCLASS (MinimalAPI, Transient, Config=Engine, NotPlaceable)
class ALobbyBeaconClient : public AOnlineBeaconClient
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AOnlineBeacon → AOnlineBeaconClient → ALobbyBeaconClient
- FNetworkNotify → AOnlineBeacon → AOnlineBeaconClient → ALobbyBeaconClient
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALobbyBeaconClient
(
const FObjectInitializer& ObjectInitializer |
LobbyBeaconClient.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LobbyState | TObjectPtr< ALobbyBeaconState > | Client view of the lobby state | LobbyBeaconClient.h |
|
| PlayerState | TObjectPtr< ALobbyBeaconPlayerState > | Player state associated with this beacon ( | LobbyBeaconClient.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClientJoinGame() |
Tell the client to join the game | LobbyBeaconClient.h |
|
void ClientSetInviteFlags
(
const FJoinabilitySettings& Settings |
Send updated session settings to client | LobbyBeaconClient.h |
|
virtual void ConnectToLobby
(
const FOnlineSessionSearchResult& DesiredHost |
Initiate a connection to the lobby host beacon | LobbyBeaconClient.h | |
virtual void DisconnectFromLobby() |
Graceful disconnect from server with no intent of joining further | LobbyBeaconClient.h | |
virtual void EndPlay
(
EEndPlayReason::Type Reason |
Clear out any references to this in PlayerState | LobbyBeaconClient.h | |
bool IsLoggedIn() |
LobbyBeaconClient.h | ||
virtual void JoiningServer() |
Graceful notification that this client is going to join the server | LobbyBeaconClient.h | |
void KickPlayer
(
const FUniqueNetIdRepl& PlayerToKick, |
Ask the server to kick a given player (may not succeed) | LobbyBeaconClient.h | |
virtual void OnConnected() |
LobbyBeaconClient.h | ||
FOnJoiningGame & OnJoiningGame() |
LobbyBeaconClient.h | ||
FOnJoiningGame & OnJoiningGameAck() |
LobbyBeaconClient.h | ||
FOnLobbyConnectionEstablished & OnLobbyConnectionEstablished() |
LobbyBeaconClient.h | ||
FOnLobbyLoginComplete & OnLoginComplete() |
LobbyBeaconClient.h | ||
FOnLobbyPlayerJoined & OnPlayerJoined() |
LobbyBeaconClient.h | ||
FOnLobbyPlayerLeft & OnPlayerLeft() |
LobbyBeaconClient.h | ||
void ServerCheat
(
const FString& Msg |
Run a cheat command on the server | LobbyBeaconClient.h |
|
virtual void SetPartyOwnerId
(
const FUniqueNetIdRepl& InUniqueId, |
Tell the server to set a party owner | LobbyBeaconClient.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AckJoiningServer() |
Acknowledge that client is traveling | LobbyBeaconClient.h | |
virtual void ClientAckJoiningServer() |
LobbyBeaconClient.h |
|
|
void ClientLoginComplete
(
const FUniqueNetIdRepl& InUniqueId, |
Client notification result for a single login attempt | LobbyBeaconClient.h |
|
virtual void ClientPlayerJoined
(
const FText& NewPlayerName, |
Client notification that another player has joined the lobby | LobbyBeaconClient.h |
|
virtual void ClientPlayerLeft
(
const FUniqueNetIdRepl& InUniqueId |
Client notification that another player has left the lobby | LobbyBeaconClient.h |
|
void ClientWasKicked
(
const FText& KickReason |
This was client was kicked by the server | LobbyBeaconClient.h |
|
virtual void LoginLocalPlayers() |
Internal function to log in a local players when first connected to the beacon | LobbyBeaconClient.h | |
virtual void ServerDisconnectFromLobby() |
Make a graceful disconnect with the server | LobbyBeaconClient.h |
|
virtual void ServerKickPlayer
(
const FUniqueNetIdRepl& PlayerToKick, |
Make a request to kick a given player | LobbyBeaconClient.h |
|
virtual void ServerLoginPlayer
(
const FString& InSessionId, |
Attempt to login a single local player with the lobby beacon | LobbyBeaconClient.h |
|
virtual void ServerNotifyJoiningServer() |
Make a graceful request to actually join the server | LobbyBeaconClient.h |
|
virtual void ServerSetPartyOwner
(
const FUniqueNetIdRepl& InUniqueId, |
Make a request to set the party owner for the given player | LobbyBeaconClient.h |
|
void SetLobbyState
(
ALobbyBeaconState* InLobbyState |
Set the lobby state for this client beacon | LobbyBeaconClient.h |