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Struct for fast TArray replication of lobby player state
| Name | FLobbyPlayerStateInfoArray |
| Type | struct |
| Header File | /Engine/Plugins/Online/OnlineFramework/Source/Lobby/Public/LobbyBeaconState.h |
| Include Path | #include "LobbyBeaconState.h" |
Syntax
USTRUCT ()
struct FLobbyPlayerStateInfoArray : public FFastArraySerializer
Inheritance Hierarchy
- FFastArraySerializer → FLobbyPlayerStateInfoArray
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ALobbyBeaconState | friend | LobbyBeaconState.h | ||
| FLobbyPlayerStateActorInfo | friend | LobbyBeaconState.h | ||
| ParentState | TObjectPtr< ALobbyBeaconState > | Owning lobby beacon for this array of players | LobbyBeaconState.h |
|
| Players | TArray< FLobbyPlayerStateActorInfo > | All of the players in the lobby | 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 players to log | LobbyBeaconState.h | |
TArray< FLobbyPlayerStateActorInfo > & GetAllPlayers () |
Get all players in the lobby | LobbyBeaconState.h | |
const TArray< FLobbyPlayerStateActorInfo > & GetAllPlayers () |
LobbyBeaconState.h | ||
int32 GetNumPlayers() |
LobbyBeaconState.h | ||
ALobbyBeaconPlayerState * GetPlayer
(
const FUniqueNetIdRepl& UniqueId |
Get an existing player | LobbyBeaconState.h | |
ALobbyBeaconPlayerState * GetPlayer
(
const AOnlineBeaconClient* ClientActor |
Get an existing player | LobbyBeaconState.h | |
bool NetDeltaSerialize
(
FNetDeltaSerializeInfo& DeltaParms |
Implement support for fast TArray replication | LobbyBeaconState.h | |
void RemovePlayer
(
const FUniqueNetIdRepl& UniqueId |
Remove an existing player from the lobby | LobbyBeaconState.h |