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API > API/Plugins > API/Plugins/Lobby
Host object for maintaining a lobby before players actually join a server ready to receive them
| Name | ALobbyBeaconHost |
| Type | class |
| Header File | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconHost.h |
| Include Path | #include "LobbyBeaconHost.h" |
Syntax
UCLASS (MinimalAPI, Transient, Config=Engine)
class ALobbyBeaconHost : public AOnlineBeaconHostObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AOnlineBeaconHostObject → ALobbyBeaconHost
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALobbyBeaconHost
(
const FObjectInitializer& ObjectInitializer |
LobbyBeaconHost.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AdvertiseSessionJoinability
(
const FJoinabilitySettings& Settings |
Tell all connected beacon clients about the current joinability settings | LobbyBeaconHost.h | |
bool DoesSessionMatch
(
const FString& InSessionId |
Does the session associated with the beacon match the incoming request | LobbyBeaconHost.h | |
void DumpState() |
Output current state of beacon to log | LobbyBeaconHost.h | |
virtual void HandlePlayerLogout
(
const FUniqueNetIdRepl& InUniqueId |
Handle a detected disconnect of an existing player on the server | LobbyBeaconHost.h | |
virtual bool Init
(
FName InSessionName |
Initialize the lobby beacon, creating an object to maintain state | LobbyBeaconHost.h | |
void KickPlayer
(
ALobbyBeaconClient* ClientActor, |
Actually kick a given player from the lobby | LobbyBeaconHost.h | |
void NotifyClientDisconnected
(
AOnlineBeaconClient* LeavingClientActor |
LobbyBeaconHost.h | ||
virtual void SetupLobbyState
(
int32 InMaxPlayers |
Create the lobby game state and associate it with the game | LobbyBeaconHost.h | |
void UpdatePartyLeader
(
const FUniqueNetIdRepl& PartyMemberId, |
Update the party leader for a given player | LobbyBeaconHost.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ALobbyBeaconPlayerState * HandlePlayerLogin
(
ALobbyBeaconClient* ClientActor, |
Handle a player logging in via the host beacon | LobbyBeaconHost.h | |
virtual void PostLogin
(
ALobbyBeaconClient* ClientActor |
Notification call that a new lobby connection has been successfully establish | LobbyBeaconHost.h | |
virtual bool PreLogin
(
const FUniqueNetIdRepl& InUniqueId, |
LobbyBeaconHost.h | ||
void ProcessDisconnect
(
ALobbyBeaconClient* ClientActor |
Handle a request to disconnect a given client from the lobby beacon Notifies the owning beacon host to do its own cleanup | LobbyBeaconHost.h | |
virtual bool ProcessJoinServer
(
ALobbyBeaconClient* ClientActor |
Handle a request from a client when they are actually joining the server (needed for keeping player around when lobby beacon disconnects) | LobbyBeaconHost.h | |
virtual bool ProcessKickPlayer
(
ALobbyBeaconClient* Instigator, |
Handle a request from a client to kick another player (may not succeed) | LobbyBeaconHost.h | |
void ProcessLogin
(
ALobbyBeaconClient* ClientActor, |
Process the login for a given connection | LobbyBeaconHost.h |