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Handles the many pieces of data passed into Client Receive
| Name | FClientReceiveData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/LocalMessage.h |
| Include Path | #include "GameFramework/LocalMessage.h" |
Syntax
USTRUCT ()
struct FClientReceiveData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FClientReceiveData() |
GameFramework/LocalMessage.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LocalPC | TObjectPtr< APlayerController > | Always need to be here | GameFramework/LocalMessage.h | |
| MessageIndex | int32 | GameFramework/LocalMessage.h | ||
| MessageString | FString | GameFramework/LocalMessage.h | ||
| MessageType | FName | GameFramework/LocalMessage.h | ||
| OptionalObject | TObjectPtr< UObject > | GameFramework/LocalMessage.h | ||
| RelatedPlayerState_1 | TObjectPtr< APlayerState > | GameFramework/LocalMessage.h | ||
| RelatedPlayerState_2 | TObjectPtr< APlayerState > | GameFramework/LocalMessage.h |