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Unreal Engine C++ API Reference > Plugins > Lobby
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AOnlineBeaconHostObject
- ALobbyBeaconHost
References
Module | Lobby |
Header | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconHost.h |
Include | #include "LobbyBeaconHost.h" |
Syntax
UCLASS&40;Transient, Config&61;Engine&41;
class ALobbyBeaconHost : public AOnlineBeaconHostObject
Remarks
Host object for maintaining a lobby before players actually join a server ready to receive them
Variables
Type | Name | Description | |
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friend | ALobbyBeaconClient | |
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TObjectPtr< ALobbyBeaconState > | LobbyState | Actor representing the state of the lobby (similar to AGameState) |
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TSoftClassPtr< ALobbyBeaconState > | LobbyStateClass | Class to use for the lobby beacon state |
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FName | SessionName | Name of session this beacon is associated with |
Constructors
Type | Name | Description | |
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ALobbyBeaconHost
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AdvertiseSessionJoinability
(
const FJoinabilitySettings& Settings |
Tell all connected beacon clients about the current joinability settings |
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bool | DoesSessionMatch
(
const FString& InSessionId |
Does the session associated with the beacon match the incoming request |
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void | DumpState () |
Output current state of beacon to log |
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ALobbyBeaconPlayerState * | HandlePlayerLogin
(
ALobbyBeaconClient* ClientActor, |
Handle a player logging in via the host beacon |
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void | HandlePlayerLogout
(
const FUniqueNetIdRepl& InUniqueId |
Handle a detected disconnect of an existing player on the server |
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bool | Initialize the lobby beacon, creating an object to maintain state | |
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void | KickPlayer
(
ALobbyBeaconClient* ClientActor, |
Actually kick a given player from the lobby |
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void | PostLogin
(
ALobbyBeaconClient* ClientActor |
Notification call that a new lobby connection has been successfully establish |
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bool | PreLogin
(
const FUniqueNetIdRepl& InUniqueId, |
|
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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 |
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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) |
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bool | ProcessKickPlayer
(
ALobbyBeaconClient* Instigator, |
Handle a request from a client to kick another player (may not succeed) |
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void | ProcessLogin
(
ALobbyBeaconClient* ClientActor, |
Process the login for a given connection |
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void | SetupLobbyState
(
int32 InMaxPlayers |
Create the lobby game state and associate it with the game |
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void | UpdatePartyLeader
(
const FUniqueNetIdRepl& PartyMemberId, |
Update the party leader for a given player |
Overridden from AOnlineBeaconHostObject
Type | Name | Description | |
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void | NotifyClientDisconnected
(
AOnlineBeaconClient* LeavingClientActor |
Notification that a client has been disconnected from the host in some way (timeout, client initiated, etc) |