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