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Unreal Engine C++ API Reference > Plugins > Rejoin
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- URejoinCheck
References
Module | Rejoin |
Header | /Engine/Plugins/Online/OnlineFramework/Source/Rejoin/Public/RejoinCheck.h |
Include | #include "RejoinCheck.h" |
Syntax
UCLASS&40;Abstract&41;
class URejoinCheck : public UObject
Remarks
Class responsible for maintaining the status/availability of a session already in progress for a client to join
Variables
Type | Name | Description | |
---|---|---|---|
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ERejoinStatus | LastKnownStatus | Rejoin status |
Constructors
Type | Name | Description | |
---|---|---|---|
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URejoinCheck () |
Functions
Type | Name | Description | |
---|---|---|---|
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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 |
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void | ClearTimers () |
Clear all timers associated with rejoin |
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T * | ||
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const FOnlineSessionSearchResult & | Helpers | |
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ERejoinStatus | GetStatus () |
Get the current state in the rejoin check flow. Dev mode may return CVarDebugRejoin if it was set |
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UWorld * | GetWorld () |
|
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bool | ||
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bool | ||
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bool | ||
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bool | ||
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FOnRejoinCheckStatusChanged & | Access to the multicast delegate fired when a rejoin check status update is given | |
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void | OnRejoinFailure
(
ERejoinAttemptResult Result |
Called any time there is a failure to complete the attempted rejoin |
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void | RejoinLastSession
(
const FOnRejoinLastSessionComplete& InCompletionDelegate |
Rejoin the last session if one is found. |
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void | Reset () |
Reset the rejoin state. |
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void | SetStatus
(
ERejoinStatus NewStatus |
Manually set the status of rejoins. |
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void | Use the search result to travel to the given server session Called after a session has been joined by the online platform |