Navigation
Unreal Engine C++ API Reference > Plugins > Lobby
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AInfo
- ALobbyBeaconState
References
Module | Lobby |
Header | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconState.h |
Include | #include "LobbyBeaconState.h" |
Syntax
UCLASS&40;Transient, Config&61;Game, NotPlaceable&41;
class ALobbyBeaconState : public AInfo
Remarks
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
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
friend | ALobbyBeaconHost | |
![]() ![]() ![]() |
bool | bLobbyStarted | Has the lobby already been started |
![]() |
friend | FLobbyPlayerStateInfoArray | |
![]() |
double | LastTickTime | Time that last tick occurred for calculating wait time |
![]() ![]() |
TSubclassOf< ALobbyBeaconPlayerState > | LobbyBeaconPlayerStateClass | Class to use for lobby beacon player states |
![]() |
FOnLobbyStarted | LobbyStarted | Delegate fired when the lobby starts |
![]() |
FOnLobbyWaitingForPlayersUpdate | LobbyWaitingForPlayersUpdate | Delegate fired as time counts down waiting for players in the lobby |
![]() ![]() |
int32 | MaxPlayers | Total number of players allowed in the lobby |
![]() |
FTimerHandle | OneSecTimerHandle | Handle to manage a one sec timer |
![]() |
FOnPlayerLobbyStateChanged | PlayerLobbyStateAdded | Delegate fired when a player is added to the lobby |
![]() |
FOnPlayerLobbyStateChanged | PlayerLobbyStateRemoved | Delegate fired when a player is removed from the lobby |
![]() ![]() ![]() |
FLobbyPlayerStateInfoArray | Players | Array of players currently in the game, lobby or otherwise |
![]() ![]() ![]() ![]() |
float | WaitForPlayersTimeRemaining | Amount of time waiting for other players before starting the lobby |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
ALobbyBeaconState
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
ALobbyBeaconPlayerState * | AddPlayer
(
const FText& PlayerName, |
Create and replicate the appropriate player state for the new player |
![]() ![]() |
ALobbyBeaconPlayerState * | CreateNewPlayer
(
const FText& PlayerName, |
Create a new player for this lobby beacon state |
![]() ![]() |
void | DumpState () |
Output current state of lobby to log |
![]() ![]() |
int32 | ||
![]() ![]() |
int32 | ||
![]() |
ALobbyBeaconPlayerState * | GetPlayer
(
const FUniqueNetIdRepl& UniqueId |
Get an existing player in the lobby |
![]() |
ALobbyBeaconPlayerState * | Get an existing player in the lobby | |
![]() |
ALobbyBeaconPlayerState * | GetPlayer
(
const AOnlineBeaconClient* ClientActor |
Get an existing player in the lobby |
![]() ![]() |
bool | ||
![]() |
void | OneSecTick () |
One sec tick function to handle countdowns |
![]() |
FOnLobbyStarted & | ||
![]() |
FOnLobbyWaitingForPlayersUpdate & | ||
![]() |
FOnPlayerLobbyStateChanged & | ||
![]() |
FOnPlayerLobbyStateChanged & | ||
![]() ![]() |
void | OnPostLobbyStartedTickInternal
(
double DeltaTime |
Internal helper function called as part of OneSecTick if the lobby has been started already |
![]() ![]() |
void | OnPreLobbyStartedTickInternal
(
double DeltaTime |
Internal helper function called as part of OneSecTick if the lobby hasn't been started yet |
![]() ![]() |
void | Handle the lobby starting | |
![]() ![]() |
void | Handle notification of time left to wait for lobby to start | |
![]() |
void | RemovePlayer
(
const FUniqueNetIdRepl& UniqueId |
Remove an existing player from the lobby |
![]() ![]() ![]() |
bool | Determines whether the beacon state requires a full game before allowing a lobby to start; False by default | |
![]() |
void | StartLobby () |
Start the lobby for incoming players |
![]() ![]() |
void | StartWaiting () |
Start the waiting for other players (first player logged in success) |
![]() |
void | UpdatePartyLeader
(
const FUniqueNetIdRepl& PartyMemberId, |
Update the party leader for a given player |
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 |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |