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A beacon host used for taking reservations for an existing game session
| Name | USpectatorBeaconState |
| Type | class |
| Header File | /Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/SpectatorBeaconState.h |
| Include Path | #include "SpectatorBeaconState.h" |
Syntax
UCLASS (MinimalAPI, Transient, Config=Engine)
class USpectatorBeaconState : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USpectatorBeaconState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USpectatorBeaconState
(
const FObjectInitializer& ObjectInitializer |
SpectatorBeaconState.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AddReservation
(
const FSpectatorReservation& ReservationRequest |
Add a reservation to the beacon state, tries to assign a team | SpectatorBeaconState.h | |
virtual bool CrossPlayAllowed
(
const FSpectatorReservation& ReservationRequest |
Perform a cross play compatible check for the new reservation against existing reservations | SpectatorBeaconState.h | |
virtual bool DoesReservationFit
(
const FSpectatorReservation& ReservationRequest |
Determine if this reservation fits all rules for fitting in the game | SpectatorBeaconState.h | |
virtual void DumpReservations() |
Output current state of reservations to log | SpectatorBeaconState.h | |
virtual int32 GetExistingReservation
(
const FUniqueNetIdRepl& Spectator |
Get an existing reservation for a given spectator | SpectatorBeaconState.h | |
virtual int32 GetMaxReservations() |
SpectatorBeaconState.h | ||
virtual int32 GetNumConsumedReservations() |
SpectatorBeaconState.h | ||
virtual bool GetPlayerValidation
(
const FUniqueNetId& PlayerId, |
Obtain player validation string from spectator reservation entry | SpectatorBeaconState.h | |
virtual int32 GetRemainingReservations() |
SpectatorBeaconState.h | ||
virtual int32 GetReservationCount() |
Get the current reservation count inside the beacon this is NOT the number of players in the game | SpectatorBeaconState.h | |
virtual int32 GetReservationPlatformCount
(
const FString& InPlatform |
Get a count of all players for a given platform | SpectatorBeaconState.h | |
virtual TArray< FSpectatorReservation > & GetReservations() |
SpectatorBeaconState.h | ||
virtual FName GetSessionName() |
SpectatorBeaconState.h | ||
virtual bool HasCrossplayOptOutReservation() |
SpectatorBeaconState.h | ||
virtual bool InitState
(
int32 InMaxReservations, |
Initialize this state object | SpectatorBeaconState.h | |
virtual bool IsBeaconFull() |
SpectatorBeaconState.h | ||
virtual bool PlayerHasReservation
(
const FUniqueNetId& PlayerId |
Does a given player id have an existing reservation | SpectatorBeaconState.h | |
void RegisterAuthTicket
(
const FUniqueNetIdRepl& InSpectatorId, |
Register user auth ticket with the reservation system Must have an existing reservation entry | SpectatorBeaconState.h | |
virtual bool RemovePlayer
(
const FUniqueNetIdRepl& PlayerId |
Remove a single player from their reservationPlayerId player to remove | SpectatorBeaconState.h | |
virtual bool RemoveReservation
(
const FUniqueNetIdRepl& Spectator |
Remove an entire reservation from this state object | SpectatorBeaconState.h | |
virtual bool UpdateMemberPlatform
(
const FUniqueNetIdRepl& Spectator, |
Updates the platform on an existing reservation (Used when MMS does not set a platform when handing out a match assignment) | SpectatorBeaconState.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SanityCheckReservations
(
const bool bIgnoreEmptyReservations |
Check that our reservations are in a good state | SpectatorBeaconState.h |