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Classes
| Type | Name | Description | |
|---|---|---|---|
| ALobbyBeaconClient | A beacon client used for quality timings to a specified session | ||
| ALobbyBeaconHost | Host object for maintaining a lobby before players actually join a server ready to receive them | ||
| ALobbyBeaconPlayerState | Lightweight representation of a player while connected to the game through the lobby exists for the lifetime of a player whether they are in the lobby or not assumption that the data here doesn't change often and locks when they actually join the server | ||
| ALobbyBeaconState | 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 | ||
| FLobbyModule | Total async thread time Module for lobbies via online beacon | ||
| FLobbyPlayerStateActorInfo | Replication structure for a single beacon player state | ||
| FLobbyPlayerStateInfoArray | Struct for fast TArray replication of lobby player state |
Typedefs
| Name | Description |
|---|---|
| FOnJoiningGame | Delegate called when the player is joining the game from the lobby |
| FOnLobbyConnectionEstablished | Delegate called a connection with the lobby beacon is established (but not logged in yet) |
| FOnLobbyLoginComplete | Delegate called when the login handshake for this client is complete |
| FOnLobbyPlayerJoined | Delegate called when a player joins the lobby |
| FOnLobbyPlayerLeft | Delegate called when a player leaves the lobby |
| FOnLobbyStarted | Delegate fired when the lobby is open to players |
| FOnLobbyWaitingForPlayersUpdate | Delegate fired as time counts down waiting for players in the lobby |
| FOnPlayerLobbyStateChanged | Delegate fired when the player state in the lobby has changed (add/remove/etc) |
Enums
| Type | Name | Description | |
|---|---|---|---|
| ELobbyBeaconJoinState |
Variables
| Type | Name | Description | |
|---|---|---|---|
| STATCAT_Advanced | Logging related to parties Lobby module stats |