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Unreal Engine C++ API Reference > Plugins > Lobby
Inheritance Hierarchy
- FFastArraySerializerItem
- FLobbyPlayerStateActorInfo
References
Module | Lobby |
Header | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconState.h |
Include | #include "LobbyBeaconState.h" |
Syntax
USTRUCT&40;&41;
struct FLobbyPlayerStateActorInfo : public FFastArraySerializerItem
Remarks
Replication structure for a single beacon player state
Variables
Type | Name | Description | |
---|---|---|---|
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TObjectPtr< ALobbyBeaconPlayerState > | LobbyPlayerState | Actual player state actor |
Constructors
Type | Name | Description | |
---|---|---|---|
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Constructors. | ||
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FLobbyPlayerStateActorInfo
(
ALobbyBeaconPlayerState* InPlayerState |
Functions
Type | Name | Description | |
---|---|---|---|
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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 |
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void | PostReplicatedChange
(
const FLobbyPlayerStateInfoArray& InArraySerializer |
Player state element has changed In this specific case only happens when the actor pointer is set. |
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void | PreReplicatedRemove
(
const FLobbyPlayerStateInfoArray& InArraySerializer |
Player state removal |