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API > API/Plugins > API/Plugins/OnlineSubsystemUtils
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USpectatorBeaconState
References
| Module | OnlineSubsystemUtils |
| Header | /Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/SpectatorBeaconState.h |
| Include | #include "SpectatorBeaconState.h" |
Syntax
UCLASS&40;Transient, Config&61;Engine&41;
class USpectatorBeaconState : public UObject
Remarks
A beacon host used for taking reservations for an existing game session
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bRestrictCrossConsole | Are multiple consoles types allowed to play together | |
| int32 | MaxReservations | Maximum allowed reservations | |
| int32 | NumConsumedReservations | Number of currently consumed reservations | |
| TArray< FUniqueNetIdPtr > | PlayersPendingJoin | Players that are expected to join shortly | |
| TArray< FSpectatorReservation > | Reservations | Current reservations in the system | |
| FName | SessionName | Session tied to the beacon |
Constructors
| Type | Name | Description | |
|---|---|---|---|
USpectatorBeaconState
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AddReservation
(
const FSpectatorReservation& ReservationRequest |
Add a reservation to the beacon state, tries to assign a team | |
| bool | CrossPlayAllowed
(
const FSpectatorReservation& ReservationRequest |
Perform a cross play compatible check for the new reservation against existing reservations | |
| bool | DoesReservationFit
(
const FSpectatorReservation& ReservationRequest |
Determine if this reservation fits all rules for fitting in the game | |
| void | Output current state of reservations to log | ||
| int32 | GetExistingReservation
(
const FUniqueNetIdRepl& Spectator |
Get an existing reservation for a given spectator | |
| int32 | |||
| int32 | |||
| bool | GetPlayerValidation
(
const FUniqueNetId& PlayerId, |
Obtain player validation string from spectator reservation entry | |
| int32 | |||
| int32 | Get the current reservation count inside the beacon this is NOT the number of players in the game | ||
| int32 | GetReservationPlatformCount
(
const FString& InPlatform |
Get a count of all players for a given platform | |
| TArray< FSpectatorReservation > & | |||
| FName | |||
| bool | |||
| bool | Initialize this state object | ||
| bool | IsBeaconFull () |
||
| bool | PlayerHasReservation
(
const FUniqueNetId& PlayerId |
Does a given player id have an existing reservation | |
| void | RegisterAuthTicket
(
const FUniqueNetIdRepl& InSpectatorId, |
Register user auth ticket with the reservation system Must have an existing reservation entry | |
| bool | RemovePlayer
(
const FUniqueNetIdRepl& PlayerId |
Remove a single player from their reservationPlayerId player to remove | |
| bool | RemoveReservation
(
const FUniqueNetIdRepl& Spectator |
Remove an entire reservation from this state object | |
| void | SanityCheckReservations
(
const bool bIgnoreEmptyReservations |
Check that our reservations are in a good state | |
| 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) |