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Unreal Engine C++ API Reference > Plugins > Lobby
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AInfo
- ALobbyBeaconPlayerState
References
Module | Lobby |
Header | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconPlayerState.h |
Include | #include "LobbyBeaconPlayerState.h" |
Syntax
UCLASS&40;Transient, Config&61;Game, NotPlaceable&41;
class ALobbyBeaconPlayerState : public AInfo
Remarks
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
Variables
Type | Name | Description | |
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bool | bInLobby | Is the player in the lobby or game |
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TObjectPtr< AOnlineBeaconClient > | ClientActor | Reference to the beacon actor related to this player |
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FText | DisplayName | Visible friendly player name |
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FUniqueNetIdRepl | PartyOwnerUniqueId | Party owner id |
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FUniqueNetIdRepl | UniqueId | Player unique id |
Constructors
Type | Name | Description | |
---|---|---|---|
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ALobbyBeaconPlayerState
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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bool | IsValid () |
|
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FOnPlayerStateChanged & | ||
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FOnPlayerStateChanged & | ||
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void | Player has joined or left the lobby | |
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void | Party owner has changed | |
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void | Unique Id has replicated | |
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FOnPlayerStateChanged & |
Overridden from AActor
Type | Name | Description | |
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bool | IsNetRelevantFor
(
const AActor* RealViewer, |
Checks to see if this actor is relevant for a specific network connection |
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void | Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
Classes
Type | Name | Description | |
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FOnPlayerStateChanged | Delegate fired when this player state has changed in some way |