Navigation
API > API/Plugins > API/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 | |
|---|---|---|---|
| bool | bInLobby | Is the player in the lobby or game | |
| TObjectPtr< AOnlineBeaconClient > | ClientActor | Reference to the beacon actor related to this player | |
| FText | DisplayName | Visible friendly player name | |
| FUniqueNetIdRepl | PartyOwnerUniqueId | Party owner id | |
| FUniqueNetIdRepl | UniqueId | Player unique id |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ALobbyBeaconPlayerState
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | IsValid () |
||
| FOnPlayerStateChanged & | |||
| FOnPlayerStateChanged & | |||
| void | Player has joined or left the lobby | ||
| void | Party owner has changed | ||
| void | Unique Id has replicated | ||
| FOnPlayerStateChanged & |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| bool | IsNetRelevantFor
(
const AActor* RealViewer, |
Checks to see if this actor is relevant for a specific network connection | |
| 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 | |
|---|---|---|---|
| FOnPlayerStateChanged | Delegate fired when this player state has changed in some way |