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Unreal Engine C++ API Reference > Plugins > Lobby
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AOnlineBeacon
- AOnlineBeaconClient
- ALobbyBeaconClient
References
Module | Lobby |
Header | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconClient.h |
Include | #include "LobbyBeaconClient.h" |
Syntax
UCLASS&40;Transient, Config&61;Engine, NotPlaceable&41;
class ALobbyBeaconClient : public AOnlineBeaconClient
Remarks
A beacon client used for quality timings to a specified session
Variables
Type | Name | Description | |
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bool | bLoggedIn | Has this beacon been properly logged in |
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FString | DestSessionId | Session Id of the destination host |
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FOnJoiningGame | JoiningGame | Delegate broadcast when this player is told to join the game by the server (clientside) |
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FOnJoiningGame | JoiningGameAck | Delegate broadcast when the server acknowledges the client request to join the server (clientside) |
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FOnLobbyConnectionEstablished | LobbyConnectionEstablished | Delegate broadcast when first connected to the lobby beacon (clientside) |
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ELobbyBeaconJoinState | LobbyJoinServerState | True once the server has acknowledged our join intent |
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TObjectPtr< ALobbyBeaconState > | LobbyState | Client view of the lobby state |
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FOnLobbyLoginComplete | LoginCompleteDelegate | Delegate broadcast when login is complete (clientside) |
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FOnLobbyPlayerJoined | PlayerJoinedDelegate | Delegate broadcast when a new player joins (clientside) |
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FOnLobbyPlayerLeft | PlayerLeftDelegate | Delegate broadcast when an existing player leaves (clientside) |
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TObjectPtr< ALobbyBeaconPlayerState > | PlayerState | Player state associated with this beacon ( |
Constructors
Type | Name | Description | |
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ALobbyBeaconClient
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | Acknowledge that client is traveling | |
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void | Acknowledge that client is traveling | |
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void | Tell the client to join the game | |
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void | ClientLoginComplete
(
const FUniqueNetIdRepl& InUniqueId, |
Client notification result for a single login attempt |
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void | ClientPlayerJoined
(
const FText& NewPlayerName, |
Client notification that another player has joined the lobby |
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void | ClientPlayerLeft
(
const FUniqueNetIdRepl& InUniqueId |
Client notification that another player has left the lobby |
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void | ClientSetInviteFlags
(
const FJoinabilitySettings& Settings |
Send updated session settings to client |
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void | ClientWasKicked
(
const FText& KickReason |
This was client was kicked by the server |
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void | ConnectToLobby
(
const FOnlineSessionSearchResult& DesiredHost |
Initiate a connection to the lobby host beacon |
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void | Graceful disconnect from server with no intent of joining further | |
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bool | IsLoggedIn () |
|
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void | Graceful notification that this client is going to join the server | |
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void | KickPlayer
(
const FUniqueNetIdRepl& PlayerToKick, |
Ask the server to kick a given player (may not succeed) |
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void | Internal function to log in a local players when first connected to the beacon | |
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FOnJoiningGame & | ||
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FOnJoiningGame & | ||
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FOnLobbyConnectionEstablished & | ||
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FOnLobbyLoginComplete & | ||
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FOnLobbyPlayerJoined & | ||
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FOnLobbyPlayerLeft & | OnPlayerLeft () |
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void | ServerCheat
(
const FString& Msg |
Run a cheat command on the server |
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void | Make a graceful disconnect with the server | |
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void | ServerKickPlayer
(
const FUniqueNetIdRepl& PlayerToKick, |
Make a request to kick a given player |
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void | ServerLoginPlayer
(
const FString& InSessionId, |
Attempt to login a single local player with the lobby beacon |
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void | Make a graceful request to actually join the server | |
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void | ServerSetPartyOwner
(
const FUniqueNetIdRepl& InUniqueId, |
Make a request to set the party owner for the given player |
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void | SetLobbyState
(
ALobbyBeaconState* InLobbyState |
Set the lobby state for this client beacon |
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void | SetPartyOwnerId
(
const FUniqueNetIdRepl& InUniqueId, |
Tell the server to set a party owner |
Overridden from AOnlineBeaconClient
Type | Name | Description | |
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void | OnConnected () |
A connection has been made and RPC/replication can begin |
Overridden from AActor
Type | Name | Description | |
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void | EndPlay
(
EEndPlayReason::Type Reason |
Clear out any references to this in PlayerState |