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API > API/Plugins > API/Plugins/Lobby
Shared state of the game from the lobby perspective Duplicates much of the data in the traditional AGameState object for sharing with players connected via beacon only
| Name | ALobbyBeaconState |
| Type | class |
| Header File | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconState.h |
| Include Path | #include "LobbyBeaconState.h" |
Syntax
UCLASS (MinimalAPI, Transient, Config=Game, NotPlaceable)
class ALobbyBeaconState : public AInfo
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AInfo → ALobbyBeaconState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALobbyBeaconState
(
const FObjectInitializer& ObjectInitializer |
LobbyBeaconState.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALobbyBeaconPlayerState * AddPlayer
(
const FText& PlayerName, |
Create and replicate the appropriate player state for the new player | LobbyBeaconState.h | |
void DumpState() |
Output current state of lobby to log | LobbyBeaconState.h | |
int32 GetMaxPlayers() |
LobbyBeaconState.h | ||
int32 GetNumPlayers() |
LobbyBeaconState.h | ||
ALobbyBeaconPlayerState * GetPlayer
(
const FUniqueNetIdRepl& UniqueId |
Get an existing player in the lobby | LobbyBeaconState.h | |
ALobbyBeaconPlayerState * GetPlayer
(
const FString& UniqueId |
Get an existing player in the lobby | LobbyBeaconState.h | |
ALobbyBeaconPlayerState * GetPlayer
(
const AOnlineBeaconClient* ClientActor |
Get an existing player in the lobby | LobbyBeaconState.h | |
bool HasLobbyStarted() |
LobbyBeaconState.h | ||
virtual bool IsNetRelevantFor
(
const AActor* RealViewer, |
LobbyBeaconState.h | ||
FOnLobbyStarted & OnLobbyStarted() |
LobbyBeaconState.h | ||
FOnLobbyWaitingForPlayersUpdate & OnLobbyWaitingForPlayersUpdate() |
LobbyBeaconState.h | ||
FOnPlayerLobbyStateChanged & OnPlayerLobbyStateAdded() |
LobbyBeaconState.h | ||
FOnPlayerLobbyStateChanged & OnPlayerLobbyStateRemoved() |
LobbyBeaconState.h | ||
virtual void PostInitializeComponents() |
LobbyBeaconState.h | ||
virtual void PostInitProperties() |
LobbyBeaconState.h | ||
void RemovePlayer
(
const FUniqueNetIdRepl& UniqueId |
Remove an existing player from the lobby | LobbyBeaconState.h | |
virtual bool RequireFullLobbyToStart() |
Determines whether the beacon state requires a full game before allowing a lobby to start; False by default | LobbyBeaconState.h | |
void StartLobby() |
Start the lobby for incoming players | LobbyBeaconState.h | |
virtual void StartWaiting() |
Start the waiting for other players (first player logged in success) | LobbyBeaconState.h | |
void UpdatePartyLeader
(
const FUniqueNetIdRepl& PartyMemberId, |
Update the party leader for a given player | LobbyBeaconState.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ALobbyBeaconPlayerState * CreateNewPlayer
(
const FText& PlayerName, |
Create a new player for this lobby beacon state | LobbyBeaconState.h | |
void OneSecTick() |
One sec tick function to handle countdowns | LobbyBeaconState.h | |
virtual void OnPostLobbyStartedTickInternal
(
double DeltaTime |
Internal helper function called as part of OneSecTick if the lobby has been started already | LobbyBeaconState.h | |
virtual void OnPreLobbyStartedTickInternal
(
double DeltaTime |
Internal helper function called as part of OneSecTick if the lobby hasn't been started yet | LobbyBeaconState.h | |
void OnRep_LobbyStarted() |
Handle the lobby starting | LobbyBeaconState.h | |
void OnRep_WaitForPlayersTimeRemaining() |
Handle notification of time left to wait for lobby to start | LobbyBeaconState.h |