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API > API/Plugins > API/Plugins/Party
Singleton manager at the top of the social framework
| Name | USocialManager |
| Type | class |
| Header File | /Engine/Plugins/Online/OnlineFramework/Source/Party/Public/SocialManager.h |
| Include Path | #include "SocialManager.h" |
Syntax
UCLASS (MinimalAPI, Within=GameInstance, Config=Game)
class USocialManager :
public UObject ,
public FExec
Inheritance Hierarchy
- FExec → USocialManager
- UObjectBase → UObjectBaseUtility → UObject → USocialManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USocialManager() |
SocialManager.h |
Classes
Structs
| Name | Remarks |
|---|---|
| FJoinPartyAttempt |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnCreatePartyAttemptComplete | TBaseDelegate_OneParam< void, ECreatePartyCompletionResult > | SocialManager.h | |
| FOnJoinPartyAttemptComplete | TBaseDelegate_OneParam< void, const FJoinPartyResult & > | SocialManager.h | |
| FOnRestorePartyStateFromPartySystemComplete | TBaseDelegate_OneParam< void, bool > | Attempt to restore our party state from the party system | SocialManager.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DefaultSubsystems | TArray< ESocialSubsystem > | SocialManager.h | |
| RegisteredInteractions | TArray< FSocialInteractionHandle > | SocialManager.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnSocialToolkitDestroyed | USocialManager::FOnPartyMembershipChanged & | SocialManager.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAcceptInvitationsFromAwayUsers | bool | Can we accept an invitation (ie, join party) from an Away user? | SocialManager.h |
|
| bCanCreatePartyObjects | bool | False during brief windows where the game isn't in a state conducive to creating a new party object and after the manager is completely shut down (prior to being GC'd) Tracked to allow OSS level party activity to execute immediately, but hold off on establishing our local (and replicated) awareness of the party until this client is ready. | SocialManager.h | |
| bCreatingPersistentParty | bool | SocialManager.h | ||
| bIsConnectedToPartyService | bool | SocialManager.h | ||
| JoinedPartiesByTypeId | TMap< FOnlinePartyTypeId, TObjectPtr< USocialParty > > | SocialManager.h | ||
| LeavingPartiesByTypeId | TMap< FOnlinePartyTypeId, TObjectPtr< USocialParty > > | SocialManager.h | ||
| OnFillJoinRequestInfoHandle | FDelegateHandle | SocialManager.h | ||
| OnPartyJoinedEvent | FOnPartyMembershipChanged | SocialManager.h | ||
| OnSocialToolkitCreatedEvent | FOnSocialToolkitCreated | SocialManager.h | ||
| OnSocialToolkitDestroyedEvent | FOnSocialToolkitDestroyed | SocialManager.h | ||
| PartySessionManager | TSharedPtr< FPartyPlatformSessionManager > | SocialManager.h | ||
| PresenceFrameworkAdapterInstance | FName | Framework instance name to be used in online services presence functionality where adapter functionality is needed | SocialManager.h |
|
| PresenceFrameworkInstance | FName | Framework instance name to be used in online services presence functionality | SocialManager.h |
|
| SocialDebugTools | TObjectPtr< USocialDebugTools > | SocialManager.h | ||
| SocialToolkits | TArray< TObjectPtr< USocialToolkit > > | SocialManager.h | ||
| USocialUser | friend | SocialManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanAcceptInvitationsFromAwayUsers() |
SocialManager.h | ||
void CreateParty
(
const FOnlinePartyTypeId& PartyTypeId, |
SocialManager.h | ||
void CreatePersistentParty
(
const FOnCreatePartyAttemptComplete& OnCreatePartyComplete |
SocialManager.h | ||
USocialDebugTools * GetDebugTools() |
SocialManager.h | ||
FUniqueNetIdRepl GetFirstLocalUserId
(
ESocialSubsystem SubsystemType |
SocialManager.h | ||
int32 GetFirstLocalUserNum() |
SocialManager.h | ||
USocialToolkit * GetFirstLocalUserToolkit() |
SocialManager.h | ||
const FJoinPartyAttempt * GetJoinAttemptInProgress
(
const FOnlinePartyTypeId& PartyTypeId |
SocialManager.h | ||
PartyT * GetParty
(
const FOnlinePartyId& PartyId |
SocialManager.h | ||
PartyT * GetParty
(
const FOnlinePartyTypeId& PartyTypeId |
SocialManager.h | ||
PartyT * GetPersistentParty() |
SocialManager.h | ||
USocialToolkit & GetSocialToolkit
(
const ULocalPlayer& LocalPlayer |
SocialManager.h | ||
USocialToolkit * GetSocialToolkit
(
int32 LocalPlayerNum |
SocialManager.h | ||
USocialToolkit * GetSocialToolkit
(
FUniqueNetIdRepl LocalUserId |
SocialManager.h | ||
void HandlePartyDisconnected
(
USocialParty* LeavingParty |
SocialManager.h | ||
virtual void InitSocialManager() |
Initializes the manager - call this right after creating the manager object during GameInstance initialization. | SocialManager.h | |
bool IsConnectedToPartyService() |
SocialManager.h | ||
bool IsLocalUser
(
const FUniqueNetIdRepl& LocalUserId, |
SocialManager.h | ||
bool IsPartyJoinInProgress
(
const FOnlinePartyTypeId& TypeId |
SocialManager.h | ||
bool IsPersistentPartyJoinInProgress() |
SocialManager.h | ||
virtual void NotifyPartyInitialized
(
USocialParty& Party |
SocialManager.h | ||
FOnPartyMembershipChanged & OnPartyJoined() |
SocialManager.h | ||
USocialManager::FOnSocialToolkitCreated TBaseMulticastDelegate_OneParam OnSocialToolkitCreated() |
SocialManager.h | ||
USocialManager::FOnSocialToolkitDestroyed TBaseMulticastDelegate_OneParam OnSocialToolkitDestroyed () |
Event triggered when a social toolkit is destroyed. | SocialManager.h | |
void RegisterSecondaryPlayer
(
int32 LocalPlayerNum, |
Makes an attempt for the target local player to join the primary local player's party | SocialManager.h | |
void RestorePartyStateFromPartySystem
(
const FOnRestorePartyStateFromPartySystemComplete& OnRestoreComplete |
SocialManager.h | ||
virtual void ShutdownSocialManager() |
SocialManager.h | ||
virtual FJoinPartyResult ValidateJoinTarget
(
const USocialUser& UserToJoin, |
Validates that the target user has valid join info for us to use and that we can join any party of the given type | SocialManager.h | |
virtual FJoinPartyResult ValidateJoinTarget
(
const USocialUser& UserToJoin, |
SocialManager.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanCreateNewPartyObjects() |
SocialManager.h | ||
virtual void FillOutJoinRequestData
(
const FOnlinePartyId& TargetParty, |
Gives child classes a chance to append any additional data to a join request that's about to be sent to another party. | SocialManager.h | |
void FinishJoinPartyAttempt
(
FJoinPartyAttempt& JoinAttemptToDestroy, |
SocialManager.h | ||
virtual ECrossplayPreference GetCrossplayPreference() |
Up to the game to decide whether it wants to allow crossplay (generally based on a user setting of some kind) | SocialManager.h | |
TSharedPtr< const IOnlinePartyJoinInfo > GetJoinInfoFromSession
(
const FOnlineSessionSearchResult& PlatformSession |
SocialManager.h | ||
virtual TSubclassOf< USocialParty > GetPartyClassForType
(
const FOnlinePartyTypeId& PartyTypeId |
SocialManager.h | ||
USocialParty * GetPartyInternal
(
const FOnlinePartyTypeId& PartyTypeId, |
SocialManager.h | ||
USocialParty * GetPersistentPartyInternal
(
bool bEvenIfLeaving |
SocialManager.h | ||
virtual TSubclassOf< USocialDebugTools > GetSocialDebugToolsClass() |
SocialManager.h | ||
virtual void HandleQueryJoinabilityComplete
(
const FUniqueNetId& LocalUserId, |
SocialManager.h | ||
void JoinParty
(
const USocialUser& UserToJoin, |
SocialManager.h | ||
virtual void OnJoinPartyAttemptCompleteInternal
(
const FJoinPartyAttempt& JoinAttemptInfo, |
Virtual void OnCreatePartyComplete(const TSharedPtr |
SocialManager.h | |
virtual void OnPartyLeftInternal
(
USocialParty& LeftParty, |
SocialManager.h | ||
virtual void OnToolkitCreatedInternal
(
USocialToolkit& NewToolkit |
SocialManager.h | ||
void QueryPartyJoinabilityInternal
(
FJoinPartyAttempt& JoinAttempt |
SocialManager.h | ||
void RefreshCanCreatePartyObjects() |
SocialManager.h | ||
void RegisterInteraction() |
SocialManager.h | ||
virtual void RegisterSocialInteractions() |
SocialManager.h | ||
virtual FJoinPartyResult ValidateJoinAttempt
(
const FOnlinePartyTypeId& PartyTypeId |
Validate that we are clear to try joining a party of the given type. If not, gives the reason why. | SocialManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
SocialManager.h | ||
static const TArray< ESocialSubsystem > & GetDefaultSubsystems() |
SocialManager.h | ||
static FUserPlatform GetLocalUserPlatform() |
SocialManager.h | ||
static FName GetPresenceFrameworkAdapterInstance() |
SocialManager.h | ||
static FName GetPresenceFrameworkInstance() |
SocialManager.h | ||
static const TArray< FSocialInteractionHandle > & GetRegisteredInteractions() |
SocialManager.h | ||
static IOnlineSubsystem * GetSocialOss
(
UWorld* World, |
SocialManager.h | ||
static FName GetSocialOssName
(
ESocialSubsystem SubsystemType |
SocialManager.h | ||
static FText GetSocialOssPlatformName
(
ESocialSubsystem SubsystemType |
SocialManager.h | ||
static bool IsSocialSubsystemEnabled
(
ESocialSubsystem SubsystemType |
FExec. | SocialManager.h | |
static bool ShouldReadPresenceFromOnlineServices() |
SocialManager.h |