Navigation
API > API/Plugins > API/Plugins/Lobby
Replication structure for a single beacon player state
| Name | FLobbyPlayerStateActorInfo |
| Type | struct |
| Header File | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconState.h |
| Include Path | #include "LobbyBeaconState.h" |
Syntax
USTRUCT ()
struct FLobbyPlayerStateActorInfo : public FFastArraySerializerItem
Inheritance Hierarchy
- FFastArraySerializerItem → FLobbyPlayerStateActorInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Constructors. | LobbyBeaconState.h | ||
FLobbyPlayerStateActorInfo
(
ALobbyBeaconPlayerState* InPlayerState |
LobbyBeaconState.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LobbyPlayerState | TObjectPtr< ALobbyBeaconPlayerState > | Actual player state actor | LobbyBeaconState.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void PostReplicatedAdd
(
const FLobbyPlayerStateInfoArray& InArraySerializer |
Player state additions This may only be a notification that the array is growing and the actor data isn't available yet, in which case the actual element will be null | LobbyBeaconState.h | |
void PostReplicatedChange
(
const FLobbyPlayerStateInfoArray& InArraySerializer |
Player state element has changed In this specific case only happens when the actor pointer is set. | LobbyBeaconState.h | |
void PreReplicatedRemove
(
const FLobbyPlayerStateInfoArray& InArraySerializer |
Player state removal | LobbyBeaconState.h |