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Base class for any unique beacon connectivity, paired with an AOnlineBeaconHostObject implementation
This is the actual actor that replicates across client/server and where all RPCs occur On the host, the life cycle is managed by an AOnlineBeaconHostObject On the client, the life cycle is managed by the game
| Name | AOnlineBeaconClient |
| Type | class |
| Header File | /Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/OnlineBeaconClient.h |
| Include Path | #include "OnlineBeaconClient.h" |
Syntax
UCLASS (MinimalAPI, Transient, NotPlaceable, Config=Engine)
class AOnlineBeaconClient : public AOnlineBeacon
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AOnlineBeacon → AOnlineBeaconClient
- FNetworkNotify → AOnlineBeacon → AOnlineBeaconClient
Derived Classes
AOnlineBeaconClient derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AOnlineBeaconClient
(
const FObjectInitializer& ObjectInitializer |
OnlineBeaconClient.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EncryptionData | FEncryptionData | Encryption data used when connecting to servers. | OnlineBeaconClient.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AOnlineBeaconHostObject * GetBeaconOwner() |
Get the owner of this beacon actor, some host that is listening for connections (server side only, clients have no access) | OnlineBeaconClient.h | |
FString GetBeaconType() |
Each beacon must have a unique type identifier | OnlineBeaconClient.h | |
EBeaconConnectionState GetConnectionState() |
Get the connection state Higher level than the net connection because of the handshaking of the actors | OnlineBeaconClient.h | |
virtual FString GetLoginOptions
(
const FUniqueNetIdRepl& PlayerId |
Get the login options to send the server during login. | OnlineBeaconClient.h | |
const FUniqueNetIdRepl & GetUniqueId() |
Get the unique id of the user on this connection (server side only) | OnlineBeaconClient.h | |
bool InitClient
(
FURL& URL |
Initialize the client beacon with connection endpoint Creates the net driver and attempts to connect with the destination | OnlineBeaconClient.h | |
virtual void OnConnected() |
A connection has been made and RPC/replication can begin | OnlineBeaconClient.h | |
FOnHostConnectionFailure & OnHostConnectionFailure() |
Delegate triggered on failures to connect to a host beacon | OnlineBeaconClient.h | |
void SendInitialJoin() |
Send the packet for triggering the initial join | OnlineBeaconClient.h | |
void SetBeaconOwner
(
AOnlineBeaconHostObject* InBeaconOwner |
Set the owner of this beacon actor, some host that is listening for connections (server side only, clients have no access) | OnlineBeaconClient.h | |
void SetConnectionState
(
EBeaconConnectionState NewConnectionState |
Set the connection state Higher level than the net connection because of the handshaking of the actors | OnlineBeaconClient.h | |
void SetEncryptionData
(
const FEncryptionData& InEncryptionData |
Sets the encryption data that will be used for server connections. | OnlineBeaconClient.h | |
virtual void SetNetConnection
(
UNetConnection* NetConnection |
Associate this beacon with a network connection | OnlineBeaconClient.h |
Overridden from AOnlineBeacon
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DestroyBeacon() |
Beacon cleanup and net driver destruction | OnlineBeaconClient.h | |
virtual void OnFailure() |
Notification that failure needs to be handled | OnlineBeaconClient.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DestroyNetworkActorHandled() |
OnlineBeaconClient.h | ||
virtual UNetConnection * GetNetConnection() |
OnlineBeaconClient.h | ||
virtual const AActor * GetNetOwner() |
OnlineBeaconClient.h | ||
virtual void OnNetCleanup
(
UNetConnection* Connection |
OnlineBeaconClient.h | ||
virtual void Tick
(
float DeltaTime |
OnlineBeaconClient.h | ||
virtual bool UseShortConnectTimeout() |
OnlineBeaconClient.h |
Overridden from FNetworkNotify
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void NotifyControlMessage
(
UNetConnection* Connection, |
OnlineBeaconClient.h |