Navigation
Unreal Engine C++ API Reference > Plugins > OnlineSubsystemUtils
Inheritance Hierarchy
- AActor
- AOnlineBeaconHostObject
- ALobbyBeaconHost
- APartyBeaconHost
- AQosBeaconHost
- ASpectatorBeaconHost
- ATestBeaconHost
References
Module | OnlineSubsystemUtils |
Header | /Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/OnlineBeaconHostObject.h |
Include | #include "OnlineBeaconHostObject.h" |
Syntax
UCLASS (Transient, Config=Engine, NotPlaceable)
class AOnlineBeaconHostObject : public AActor
Remarks
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
Variables
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
FString | BeaconTypeName | Custom name for this beacon |
![]() ![]() |
TArray< TObjectPtr< AOnlineBeaconClient > > | ClientActors | List of all client beacon actors with active connections |
![]() ![]() |
TSubclassOf< AOnlineBeaconClient > | ClientBeaconActorClass | Class reference for spawning client beacon actor |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
AOnlineBeaconHostObject
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | DisconnectClient
(
AOnlineBeaconClient* ClientActor |
Disconnect a given client from the host |
![]() ![]() |
EBeaconState::Type | Get the state of the beacon (accepting/rejecting connections) | |
![]() ![]() |
const FString & | Get the type of beacon supported by this host | |
![]() ![]() |
TSubclassOf< AOnlineBeaconClient > | Simple accessor for client beacon actor class | |
![]() ![]() |
FName | ||
![]() ![]() |
int32 | ||
![]() ![]() |
void | NotifyClientDisconnected
(
AOnlineBeaconClient* LeavingClientActor |
Notification that a client has been disconnected from the host in some way (timeout, client initiated, etc) |
![]() ![]() |
void | OnClientConnected
(
AOnlineBeaconClient* NewClientActor, |
Delegate triggered when a new client connection is made |
![]() ![]() |
AOnlineBeaconClient * | SpawnBeaconActor
(
UNetConnection* ClientConnection |
Each beacon host must be able to spawn the appropriate client beacon actor to communicate with the initiating client |
![]() ![]() |
void | Unregister () |
Called when this class is unregistered by the beacon host Do any necessary cleanup. |