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API > API/Plugins > API/Plugins/MultiServerReplication
An online beacon that helps manage connecting to MultiServer Networks, and replicating metadata about the MultiServer Network.
This Actor will exist on All MultiServer Nodes, and multiple MultiServerBeaconClient Actors may exist on non-Client Nodes, one for each other connected node.
| Name | AMultiServerBeaconClient |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MultiServerReplication/Source/MultiServerReplication/Public/MultiServerBeaconClient.h |
| Include Path | #include "MultiServerBeaconClient.h" |
Syntax
UCLASS (Transient, Config=Engine, NotPlaceable)
class AMultiServerBeaconClient : public AOnlineBeaconClient
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AOnlineBeacon → AOnlineBeaconClient → AMultiServerBeaconClient
- FNetworkNotify → AOnlineBeacon → AOnlineBeaconClient → AMultiServerBeaconClient
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AMultiServerBeaconClient() |
MultiServerBeaconClient.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OwningNode | TObjectPtr< UMultiServerNode > | MultiServerBeaconClient.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString GetLocalPeerId() |
The Id on the local side of the connection | MultiServerBeaconClient.h | |
FString GetRemotePeerId() |
The Id on the other side of the connection | MultiServerBeaconClient.h | |
bool IsAuthorityBeacon () |
Actor Role on client beacons stays as authority, so this function can be used to determine whether this instance is acting as an authority. | MultiServerBeaconClient.h | |
void ServerUpdateMultipleLevelsVisibility
(
const TArray< FUpdateLevelVisibilityLevelInfo >& LevelVisibilities |
MultiServerBeaconClient.h |
|
|
void SetOwningNode
(
UMultiServerNode* InOwningNode |
MultiServerBeaconClient.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConnectToServer
(
const FString& ConnectInfo |
Attempt to connect to another specified MultiServer node. | MultiServerBeaconClient.h | |
virtual void ServerUpdateLevelVisibility
(
const FUpdateLevelVisibilityLevelInfo& LevelVisibility |
MultiServerBeaconClient.h |
|
Overridden from AOnlineBeaconClient
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnConnected() |
MultiServerBeaconClient.h |
Overridden from AOnlineBeacon
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DestroyBeacon() |
MultiServerBeaconClient.h | ||
virtual bool InitBase() |
MultiServerBeaconClient.h | ||
virtual void OnFailure() |
MultiServerBeaconClient.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MultiServerBeaconClient.h |
Protected Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MultiServerBeaconClient.h | |||
| MultiServerBeaconClient.h |