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API > API/Plugins > API/Plugins/Lobby
Lightweight representation of a player while connected to the game through the lobby exists for the lifetime of a player whether they are in the lobby or not assumption that the data here doesn't change often and locks when they actually join the server
| Name | ALobbyBeaconPlayerState |
| Type | class |
| Header File | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconPlayerState.h |
| Include Path | #include "LobbyBeaconPlayerState.h" |
Syntax
UCLASS (MinimalAPI, Transient, Config=Game, NotPlaceable)
class ALobbyBeaconPlayerState : public AInfo
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AInfo → ALobbyBeaconPlayerState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALobbyBeaconPlayerState
(
const FObjectInitializer& ObjectInitializer |
LobbyBeaconPlayerState.h |
Classes
| Name | Remarks |
|---|---|
| FOnPlayerStateChanged | Delegate fired when this player state has changed in some way |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInLobby | bool | Is the player in the lobby or game | LobbyBeaconPlayerState.h |
|
| ClientActor | TObjectPtr< AOnlineBeaconClient > | Reference to the beacon actor related to this player | LobbyBeaconPlayerState.h |
|
| DisplayName | FText | Visible friendly player name | LobbyBeaconPlayerState.h |
|
| PartyOwnerUniqueId | FUniqueNetIdRepl | Party owner id | LobbyBeaconPlayerState.h |
|
| UniqueId | FUniqueNetIdRepl | Player unique id | LobbyBeaconPlayerState.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PartyOwnerChangedEvent | FOnPlayerStateChanged | Delegate fired when party owner changes | LobbyBeaconPlayerState.h | |
| PlayerStateChangedEvent | FOnPlayerStateChanged | Delegate fired when player state changes | LobbyBeaconPlayerState.h | |
| UniqueIdReplicatedEvent | FOnPlayerStateChanged | Delegate fired when player unique id is replicated | LobbyBeaconPlayerState.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsNetRelevantFor
(
const AActor* RealViewer, |
LobbyBeaconPlayerState.h | ||
bool IsValid() |
LobbyBeaconPlayerState.h | ||
FOnPlayerStateChanged & OnPartyOwnerChanged() |
LobbyBeaconPlayerState.h | ||
FOnPlayerStateChanged & OnPlayerStateChanged() |
LobbyBeaconPlayerState.h | ||
FOnPlayerStateChanged & OnUniqueIdReplicated() |
LobbyBeaconPlayerState.h | ||
virtual void PostInitializeComponents() |
LobbyBeaconPlayerState.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnRep_InLobby() |
Player has joined or left the lobby | LobbyBeaconPlayerState.h | |
void OnRep_PartyOwner() |
Party owner has changed | LobbyBeaconPlayerState.h | |
void OnRep_UniqueId() |
Unique Id has replicated | LobbyBeaconPlayerState.h |