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API > API/Plugins > API/Plugins/OnlineSubsystemUtils
Inheritance Hierarchy
- AActor
- FNetworkNotify
- AOnlineBeacon
- AOnlineBeaconClient
- ALobbyBeaconClient
- AMultiServerBeaconClient
- APartyBeaconClient
- AQosBeaconClient
- ASpectatorBeaconClient
- ATestBeaconClient
References
| Module | OnlineSubsystemUtils |
| Header | /Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/OnlineBeaconClient.h |
| Include | #include "OnlineBeaconClient.h" |
Syntax
UCLASS (Transient, NotPlaceable, Config=Engine)
class AOnlineBeaconClient : public AOnlineBeacon
Remarks
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
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< UNetConnection > | BeaconConnection | Network connection associated with this beacon client instance | |
| TObjectPtr< AOnlineBeaconHostObject > | BeaconOwner | Owning beacon host of this beacon actor (server only) | |
| EBeaconConnectionState | ConnectionState | State of the connection | |
| FOnHostConnectionFailure | HostConnectionFailure | Delegate for host beacon connection failures | |
| FTimerHandle | TimerHandle_OnFailure | Handle for efficient management of OnFailure timer |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AOnlineBeaconClient
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | |||
| AOnlineBeaconHostObject * | Get the owner of this beacon actor, some host that is listening for connections (server side only, clients have no access) | ||
| FString | Each beacon must have a unique type identifier | ||
| EBeaconConnectionState | Get the connection state Higher level than the net connection because of the handshaking of the actors | ||
| FString | GetLoginOptions
(
const FUniqueNetIdRepl& PlayerId |
Get the login options to send the server during login. | |
| const FUniqueNetIdRepl & | GetUniqueId () |
Get the unique id of the user on this connection (server side only) | |
| bool | InitClient
(
FURL& URL |
Initialize the client beacon with connection endpoint Creates the net driver and attempts to connect with the destination | |
| void | OnConnected () |
A connection has been made and RPC/replication can begin | |
| FOnHostConnectionFailure & | Delegate triggered on failures to connect to a host beacon | ||
| void | OnNetCleanup
(
UNetConnection* Connection |
||
| void | Send the packet for triggering the initial join | ||
| 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) | |
| void | SetConnectionState
(
EBeaconConnectionState NewConnectionState |
Set the connection state Higher level than the net connection because of the handshaking of the actors | |
| void | SetEncryptionData
(
const FEncryptionData& InEncryptionData |
Sets the encryption data that will be used for server connections. | |
| void | SetNetConnection
(
UNetConnection* NetConnection |
Associate this beacon with a network connection | |
| void | Tick
(
float DeltaTime |
||
| bool |
Overridden from AOnlineBeacon
| Type | Name | Description | |
|---|---|---|---|
| void | Beacon cleanup and net driver destruction | ||
| UNetConnection * | |||
| const AActor * | GetNetOwner () |
||
| void | NotifyControlMessage
(
UNetConnection* Connection, |
||
| void | OnFailure () |
Notification that failure needs to be handled |