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API > API/Plugins > API/Plugins/Party > API/Plugins/Party/USocialUser
| Name | FSubsystemUserInfo |
| Type | struct |
| Header File | /Engine/Plugins/Online/OnlineFramework/Source/Party/Public/User/SocialUser.h |
| Include Path | #include "User/SocialUser.h" |
Syntax
struct FSubsystemUserInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSubsystemUserInfo
(
const FUniqueNetIdRepl& InUserId |
User/SocialUser.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BlockedPlayerInfo | TWeakPtr< FOnlineBlockedPlayer > | User/SocialUser.h | ||
| FriendInfo | TWeakPtr< FOnlineFriend > | User/SocialUser.h | ||
| RecentPlayerInfo | TWeakPtr< FOnlineRecentPlayer > | User/SocialUser.h | ||
| UserId | FUniqueNetIdRepl | On the fence about caching this locally. We don't care about where it came from if we do, and we can cache it independent from any of the info structs (which will play nice with external mapping queries before querying the user info itself) | User/SocialUser.h | |
| UserInfo | TWeakPtr< FOnlineUser > | User/SocialUser.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString GetDisplayName() |
User/SocialUser.h | ||
EInviteStatus::Type GetFriendInviteStatus() |
User/SocialUser.h | ||
const FOnlineUserPresence * GetPresenceInfo() |
User/SocialUser.h | ||
const FUniqueNetIdRepl & GetUserId() |
User/SocialUser.h | ||
bool HasValidPresenceInfo() |
User/SocialUser.h | ||
bool IsBlocked() |
User/SocialUser.h | ||
bool IsFriend() |
User/SocialUser.h | ||
bool IsValid() |
User/SocialUser.h |