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API > API/Plugins > API/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 | |
|---|---|---|---|
| friend | ALobbyBeaconClient | ||
| TObjectPtr< ALobbyBeaconState > | LobbyState | Actor representing the state of the lobby (similar to AGameState) | |
| TSoftClassPtr< ALobbyBeaconState > | LobbyStateClass | Class to use for the lobby beacon state | |
| FName | SessionName | Name of session this beacon is associated with |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ALobbyBeaconHost
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AdvertiseSessionJoinability
(
const FJoinabilitySettings& Settings |
Tell all connected beacon clients about the current joinability settings | |
| bool | DoesSessionMatch
(
const FString& InSessionId |
Does the session associated with the beacon match the incoming request | |
| void | DumpState () |
Output current state of beacon to log | |
| ALobbyBeaconPlayerState * | HandlePlayerLogin
(
ALobbyBeaconClient* ClientActor, |
Handle a player logging in via the host beacon | |
| void | HandlePlayerLogout
(
const FUniqueNetIdRepl& InUniqueId |
Handle a detected disconnect of an existing player on the server | |
| bool | Initialize the lobby beacon, creating an object to maintain state | ||
| void | KickPlayer
(
ALobbyBeaconClient* ClientActor, |
Actually kick a given player from the lobby | |
| void | PostLogin
(
ALobbyBeaconClient* ClientActor |
Notification call that a new lobby connection has been successfully establish | |
| bool | PreLogin
(
const FUniqueNetIdRepl& InUniqueId, |
||
| 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 | |
| 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) | |
| bool | ProcessKickPlayer
(
ALobbyBeaconClient* Instigator, |
Handle a request from a client to kick another player (may not succeed) | |
| void | ProcessLogin
(
ALobbyBeaconClient* ClientActor, |
Process the login for a given connection | |
| void | SetupLobbyState
(
int32 InMaxPlayers |
Create the lobby game state and associate it with the game | |
| void | UpdatePartyLeader
(
const FUniqueNetIdRepl& PartyMemberId, |
Update the party leader for a given player |
Overridden from AOnlineBeaconHostObject
| Type | Name | Description | |
|---|---|---|---|
| void | NotifyClientDisconnected
(
AOnlineBeaconClient* LeavingClientActor |
Notification that a client has been disconnected from the host in some way (timeout, client initiated, etc) |