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API > API/Plugins > API/Plugins/Rejoin
Class responsible for maintaining the status/availability of a session already in progress for a client to join
| Name | URejoinCheck |
| Type | class |
| Header File | /Engine/Plugins/Online/OnlineFramework/Source/Rejoin/Public/RejoinCheck.h |
| Include Path | #include "RejoinCheck.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class URejoinCheck : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → URejoinCheck
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
URejoinCheck() |
RejoinCheck.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAttemptingRejoin | bool | Is a rejoin attempt in progress, prevents reentry | RejoinCheck.h | |
| bRejoinAfterCheck | bool | Flag set during a possible brief period where the user hit rejoin but the check was already in flight | RejoinCheck.h | |
| FindFriendSessionCompleteDelegateHandle | FDelegateHandle | FindFriendSession delegate handle if a call is in flight | RejoinCheck.h | |
| RejoinCheckStatusChanged | FOnRejoinCheckStatusChanged | Delegate fired when rejoin check status changes | RejoinCheck.h | |
| RejoinCheckTimerHandle | FTimerHandle | Handle to the possibly active timer for another rejoin check | RejoinCheck.h | |
| RejoinLastSessionCompleteDelegate | FOnRejoinLastSessionComplete | Delegate fired when a rejoin attempt completed | RejoinCheck.h | |
| SearchResult | FOnlineSessionSearchResult | Cached value of the last session expected to rejoin | RejoinCheck.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CheckRejoinStatus
(
const FOnRejoinCheckComplete& CompletionDelegate |
Check the backend for the existence of game session that the local player is registered with It will continue to return a valid value until that session is complete | RejoinCheck.h | |
ERejoinStatus GetStatus() |
Get the current state in the rejoin check flow. Dev mode may return CVarDebugRejoin if it was set | RejoinCheck.h | |
bool HasCompletedCheck() |
RejoinCheck.h | ||
bool IsRejoinAvailable() |
RejoinCheck.h | ||
virtual bool IsRejoinCheckEnabled() |
RejoinCheck.h | ||
FOnRejoinCheckStatusChanged & OnRejoinCheckStatusChanged() |
Access to the multicast delegate fired when a rejoin check status update is given | RejoinCheck.h | |
void RejoinLastSession
(
const FOnRejoinLastSessionComplete& InCompletionDelegate |
Rejoin the last session if one is found. | RejoinCheck.h | |
virtual void Reset () |
Reset the rejoin state. | RejoinCheck.h | |
void SetStatus
(
ERejoinStatus NewStatus |
Manually set the status of rejoins. | RejoinCheck.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearTimers() |
Clear all timers associated with rejoin | RejoinCheck.h | |
T * GetGameInstance() |
RejoinCheck.h | ||
const FOnlineSessionSearchResult & GetSearchResult() |
Helpers | RejoinCheck.h | |
UWorld * GetWorld() |
RejoinCheck.h | ||
bool IsAttemptingRejoin() |
RejoinCheck.h | ||
virtual void OnRejoinFailure
(
ERejoinAttemptResult Result |
Called any time there is a failure to complete the attempted rejoin | RejoinCheck.h | |
void TravelToSession() |
Use the search result to travel to the given server session Called after a session has been joined by the online platform | RejoinCheck.h |