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Base class for any unique beacon connectivity, paired with an AOnlineBeaconClient implementation
By defining a beacon type and implementing the ability to spawn unique AOnlineBeaconClients, any two instances of the engine can communicate with each other without officially connecting through normal Unreal networking
| Name | AOnlineBeaconHostObject |
| Type | class |
| Header File | /Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/OnlineBeaconHostObject.h |
| Include Path | #include "OnlineBeaconHostObject.h" |
Syntax
UCLASS (MinimalAPI, Transient, Config=Engine, NotPlaceable)
class AOnlineBeaconHostObject : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AOnlineBeaconHostObject
Derived Classes
AOnlineBeaconHostObject derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AOnlineBeaconHostObject
(
const FObjectInitializer& ObjectInitializer |
OnlineBeaconHostObject.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DisconnectClient
(
AOnlineBeaconClient* ClientActor |
Disconnect a given client from the host | OnlineBeaconHostObject.h | |
EBeaconState::Type GetBeaconState() |
Get the state of the beacon (accepting/rejecting connections) | OnlineBeaconHostObject.h | |
const FString & GetBeaconType() |
Get the type of beacon supported by this host | OnlineBeaconHostObject.h | |
TSubclassOf< AOnlineBeaconClient > GetClientBeaconActorClass() |
Simple accessor for client beacon actor class | OnlineBeaconHostObject.h | |
FName GetNetDriverName() |
OnlineBeaconHostObject.h | ||
int32 GetNumClientActors() |
OnlineBeaconHostObject.h | ||
virtual void NotifyClientDisconnected
(
AOnlineBeaconClient* LeavingClientActor |
Notification that a client has been disconnected from the host in some way (timeout, client initiated, etc) | OnlineBeaconHostObject.h | |
virtual void OnClientConnected
(
AOnlineBeaconClient* NewClientActor, |
Delegate triggered when a new client connection is made | OnlineBeaconHostObject.h | |
virtual AOnlineBeaconClient * SpawnBeaconActor
(
UNetConnection* ClientConnection |
Each beacon host must be able to spawn the appropriate client beacon actor to communicate with the initiating client | OnlineBeaconHostObject.h | |
virtual void Unregister() |
Called when this class is unregistered by the beacon host Do any necessary cleanup. | OnlineBeaconHostObject.h |