description: Return the index of the first sample of this packet in the audio stream.

code: virtual uint64 GetSampleCounter() const


description: the amount of space used by the internal voice buffer

module: OnlineSubsystemUtils

code: virtual uint16 GetBufferSize()


description: the sender of this voice packet

code: virtual FUniqueNetIdPtr GetSender()


description: the amount of space this packet will consume in a buffer

code: virtual uint16 GetTotalPacketSize()


description: true if this packet should be sent reliably

code: virtual bool IsReliable()


code: virtual void ResetData()


description: Serialize the voice packet data to a buffer

code: virtual void Serialize ( class [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Zeros members and validates the assumptions

code: FVoicePacketImpl()


description: Copies another packet

code: FVoicePacketImpl ( const [FVoicePacketImpl](API\Plugins\OnlineSubsystemUtils\FVoicePacketImpl) & Other )


description: Should only be used byTSharedPtrand FVoiceData

code: virtual ~FVoicePacketImpl()


className: FVoicePacketImpl

description: Defines the data involved in a voice packet

code: class FVoicePacketImpl : public [FVoicePacket](API\Runtime\Engine\Net\FVoicePacket)

Buffer

type: TArray< uint8 >

description: The data that is to be sent/processed

Length

description: The current amount of space used in the buffer for this packet

MicrophoneAmplitude

description: Current loudness of the given microphone, in Q15.

Sender

type: FUniqueNetIdPtr

description: The unique net id of the talker sending the data


description:
Create a TRANSPORT LAYER unique id NOTE: Do NOT Use this for anything other than replication to non native platforms This is NOT a shortcut for creating unique ids
unique net id in "transport" format

code: FUniqueNetIdPtr CreateForeignUniqueNetId ( const [FString](API\Runtime\Core\Containers\FString) & Str, [FName](API\Runtime\Core\UObject\FName) Type ) const


description: the number of logins the user has setup for Play In Editor (PIE)

code: int32 GetNumPIELogins() const


description:
Gets anFNamethat uniquely identifies an instance of OSS
anFNameof format Subsystem:Context_Id in PlayInEditor or Subsystem everywhere else

code: [FName](API\Runtime\Core\UObject\FName) GetOnlineIdentifier ( const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext, const [FName](API\Runtime\Core\UObject\FName) Subsystem ) const


code: [FName](API\Runtime\Core\UObject\FName) GetOnlineIdentifier ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) Subsystem ) const


description: the array of valid credentials the user has setup for Play In Editor (PIE)

code: void GetPIELogins ( [TArray](API\Runtime\Core\Containers\TArray)< [FOnlineAccountCredentials](API\Plugins\OnlineSubsystem\Interfaces\FOnlineAccountCredentials) > & Logins )


description:
Return the replication hash for a given subsystem
replication hash, or 0 if invalid/unknown

code: uint8 GetReplicationHashForSubsystem ( [FName](API\Runtime\Core\UObject\FName) SubsystemName ) const


description:
Return the name of the online subsystem associated with this hash
name of subsystem this hash belongs to

code: [FName](API\Runtime\Core\UObject\FName) GetSubsystemFromReplicationHash ( uint8 InHash ) const


description: true if the user has enabled logging in for Play In Editor (PIE)

code: bool IsOnlinePIEEnabled() const


description: Bind a notification delegate when any subsystem external UI is opened/closedNOTEthere is only meant to be one delegate needed for this, game code should bind manually

code: void SetEngineExternalUIBinding ( const [FOnExternalUIChangeDelegate](API\Plugins\OnlineSubsystem\Interfaces\FOnExternalUIChangeDelegate) & OnExternalUIChangeDelegate )


description: Enable/Disable online PIE at runtime

code: void SetShouldTryOnlinePIE ( bool bShouldTry )


description:
Play in Editor settings
true if the default platform supports logging in for Play In Editor (PIE)

code: bool SupportsOnlinePIE() const


description: Hidden on purpose

code: IOnlineSubsystemUtils()


code: virtual ~IOnlineSubsystemUtils()


className: IOnlineSubsystemUtils

description: Interface class for various online utility functions

code: class IOnlineSubsystemUtils


className: FOnExternalUIChange

code: typedef TMulticastDelegate_OneParam< void, bool > FOnExternalUIChange


className: FOnExternalUIChangeDelegate


description:
Gets anFNamethat uniquely identifies an instance of a world to differentiate online services for PIE
anFNamethat can be used with online services

code: [FName](API\Runtime\Core\UObject\FName) GetOnlineIdentifier ( const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext ) const


description:
Gets anFNamethat uniquely identifies an instance of a world to differentiate online services for PIE
anFNamethat can be used with Online Services

code: [FName](API\Runtime\Core\UObject\FName) GetOnlineIdentifier ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) const


code: void GetPIELogins ( [TArray](API\Runtime\Core\Containers\TArray)< [FAuthLogin::Params](API\Plugins\OnlineServicesInterface\Online\FAuthLogin\Params) > & Logins ) const


description: Hidden on purpose

code: IOnlineServicesEngineUtils()


code: virtual ~IOnlineServicesEngineUtils()


className: IOnlineServicesEngineUtils

description: Interface class for various online utility functions for Engine

code: class IOnlineServicesEngineUtils


code: namespace UE { namespace Online { [IOnlineServicesPtr](API\Plugins\OnlineServicesInterface\Online\IOnlineServicesPtr) UE::Online::GetServices ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [EOnlineServices](API\Runtime\CoreOnline\Online\UE__Online__EOnlineServices) OnlineServices ) } }


description:
Determine if the subsystem for a given interface has been instanced
true if the subsystem has been instanced

code: namespace Online { static bool Online::DoesInstanceExist ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) & SubsystemName ) }


code: namespace Online { static [IOnlineAchievementsPtr](API\Plugins\OnlineSubsystem\IOnlineAchievementsPtr) Online::GetAchievementsInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineAchievementsPtr](API\Plugins\OnlineSubsystem\IOnlineAchievementsPtr) Online::GetAchievementsInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineChatPtr](API\Plugins\OnlineSubsystem\IOnlineChatPtr) Online::GetChatInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineChatPtr](API\Plugins\OnlineSubsystem\IOnlineChatPtr) Online::GetChatInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineEntitlementsPtr](API\Plugins\OnlineSubsystem\IOnlineEntitlementsPtr) Online::GetEntitlementsInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineEventsPtr](API\Plugins\OnlineSubsystem\IOnlineEventsPtr) Online::GetEventsInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineEntitlementsPtr](API\Plugins\OnlineSubsystem\IOnlineEntitlementsPtr) Online::GetEntitlementsInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineEventsPtr](API\Plugins\OnlineSubsystem\IOnlineEventsPtr) Online::GetEventsInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineExternalUIPtr](API\Plugins\OnlineSubsystem\IOnlineExternalUIPtr) Online::GetExternalUIInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineExternalUIPtr](API\Plugins\OnlineSubsystem\IOnlineExternalUIPtr) Online::GetExternalUIInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineFriendsPtr](API\Plugins\OnlineSubsystem\IOnlineFriendsPtr) Online::GetFriendsInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineFriendsPtr](API\Plugins\OnlineSubsystem\IOnlineFriendsPtr) Online::GetFriendsInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineIdentityPtr](API\Plugins\OnlineSubsystem\IOnlineIdentityPtr) Online::GetIdentityInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineIdentityPtr](API\Plugins\OnlineSubsystem\IOnlineIdentityPtr) Online::GetIdentityInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineLeaderboardsPtr](API\Plugins\OnlineSubsystem\IOnlineLeaderboardsPtr) Online::GetLeaderboardsInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineLeaderboardsPtr](API\Plugins\OnlineSubsystem\IOnlineLeaderboardsPtr) Online::GetLeaderboardsInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


description: Wrapper forIModularFeatures::IsModularFeatureAvailableandIModularFeatures::GetModularFeaturepointer to the modular feature if it is available

code: namespace Online { template<typename TModularFeature> TModularFeature * Online::GetModularFeature ( const [FName](API\Runtime\Core\UObject\FName) Type ) }


code: namespace Online { static [IOnlinePartyPtr](API\Plugins\OnlineSubsystem\IOnlinePartyPtr) Online::GetPartyInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlinePartyPtr](API\Plugins\OnlineSubsystem\IOnlinePartyPtr) Online::GetPartyInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlinePresencePtr](API\Plugins\OnlineSubsystem\IOnlinePresencePtr) Online::GetPresenceInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlinePresencePtr](API\Plugins\OnlineSubsystem\IOnlinePresencePtr) Online::GetPresenceInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlinePurchasePtr](API\Plugins\OnlineSubsystem\IOnlinePurchasePtr) Online::GetPurchaseInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlinePurchasePtr](API\Plugins\OnlineSubsystem\IOnlinePurchasePtr) Online::GetPurchaseInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


description: Reimplement all the interfaces of Online.h with support forUWorldaccessors

code: namespace Online { static [IOnlineSessionPtr](API\Plugins\OnlineSubsystem\IOnlineSessionPtr) Online::GetSessionInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineSessionPtr](API\Plugins\OnlineSubsystem\IOnlineSessionPtr) Online::GetSessionInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineSharedCloudPtr](API\Plugins\OnlineSubsystem\IOnlineSharedCloudPtr) Online::GetSharedCloudInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineSharedCloudPtr](API\Plugins\OnlineSubsystem\IOnlineSharedCloudPtr) Online::GetSharedCloudInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineStatsPtr](API\Plugins\OnlineSubsystem\IOnlineStatsPtr) Online::GetStatsInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineStatsPtr](API\Plugins\OnlineSubsystem\IOnlineStatsPtr) Online::GetStatsInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


description:
Get the online subsystem for a given service
pointer to the appropriate online subsystem

code: namespace Online { static [IOnlineSubsystem](API\Plugins\OnlineSubsystem\IOnlineSubsystem) * Online::GetSubsystem ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) & SubsystemName ) }


code: namespace Online { static [IOnlineTimePtr](API\Plugins\OnlineSubsystem\IOnlineTimePtr) Online::GetTimeInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineTimePtr](API\Plugins\OnlineSubsystem\IOnlineTimePtr) Online::GetTimeInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineTitleFilePtr](API\Plugins\OnlineSubsystem\IOnlineTitleFilePtr) Online::GetTitleFileInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineTitleFilePtr](API\Plugins\OnlineSubsystem\IOnlineTitleFilePtr) Online::GetTitleFileInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineUserCloudPtr](API\Plugins\OnlineSubsystem\IOnlineUserCloudPtr) Online::GetUserCloudInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineUserCloudPtr](API\Plugins\OnlineSubsystem\IOnlineUserCloudPtr) Online::GetUserCloudInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineUserPtr](API\Plugins\OnlineSubsystem\IOnlineUserPtr) Online::GetUserInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineUserPtr](API\Plugins\OnlineSubsystem\IOnlineUserPtr) Online::GetUserInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


description: the single instance of the online subsystem utils interface

code: namespace Online { static [IOnlineSubsystemUtils](API\Plugins\OnlineSubsystemUtils\IOnlineSubsystemUtils) * Online::GetUtils() }


code: namespace Online { static [IOnlineVoicePtr](API\Plugins\OnlineSubsystem\IOnlineVoicePtr) Online::GetVoiceInterface ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


code: namespace Online { static [IOnlineVoicePtr](API\Plugins\OnlineSubsystem\IOnlineVoicePtr) Online::GetVoiceInterfaceChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) SubsystemName ) }


description:
Determine if the subsystem module for a given interface is already loaded. Note that modules do not typically initialize the subsystem when the module is loaded.
true if module for the subsystem is loaded

code: namespace Online { static bool Online::IsLoaded ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FName](API\Runtime\Core\UObject\FName) & SubsystemName ) }


className: PurchaseStatusFromOnlineError

code: [EInAppPurchaseStatus](API\Plugins\OnlineSubsystemUtils\EInAppPurchaseStatus) PurchaseStatusFromOnlineError ( const [FOnlineError](API\Plugins\OnlineSubsystem\FOnlineError) & OnlineError )


className: ToString

code: const TCHAR * ToString ( [EBeaconConnectionState](API\Plugins\OnlineSubsystemUtils\EBeaconConnectionState) Value )


code: const TCHAR * ToString ( [EClientRequestType](API\Plugins\OnlineSubsystemUtils\EClientRequestType) RequestType )


code: const TCHAR * ToString ( [ESpectatorClientRequestType](API\Plugins\OnlineSubsystemUtils\ESpectatorClientRequestType) RequestType )


description: Gets the status of an achievement ID (you must call CacheAchievements first to cache them)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(WorldContext="WorldContextObject"), Category="Online|Achievements") static void GetCachedAchievementProgress ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FName](API\Runtime\Core\UObject\FName) AchievementID, bool & bFoundID, float & Progress )


description: Get the description for an achievement ID (you must call CacheAchievementDescriptions first to cache them)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(WorldContext="WorldContextObject"), Category="Online|Achievements") static void GetCachedAchievementDescription ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FName](API\Runtime\Core\UObject\FName) AchievementID, bool & bFoundID, [FText](API\Runtime\Core\Internationalization\FText) & Title, [FText](API\Runtime\Core\Internationalization\FText) & LockedDescription, [FText](API\Runtime\Core\Internationalization\FText) & UnlockedDescription, bool & bHidden )


code: UAchievementBlueprintLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAchievementBlueprintLibrary

description: Library of synchronous achievement calls.


description: Called to trigger the action once the delegates have been bound

code: virtual void Activate()


description: Fetches and caches achievement progress from the default online subsystem.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|Achievements") static [UAchievementQueryCallbackProxy](API\Plugins\OnlineSubsystemUtils\UAchievementQueryCallbackProxy) * CacheAchievements ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


description: Fetches and caches achievement descriptions from the default online subsystem.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|Achievements") static [UAchievementQueryCallbackProxy](API\Plugins\OnlineSubsystemUtils\UAchievementQueryCallbackProxy) * CacheAchievementDescriptions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: UAchievementQueryCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAchievementQueryCallbackProxy

OnFailure

type: FEmptyOnlineDel...

description: Called when there is an unsuccessful query.

OnSuccess

description: Called when there is a successful query.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Writes progress about an achievement to the default online subsystem AchievementName is the ID of the achievement to update progress on Progress is the reported progress toward accomplishing the achievement UserTag is not used internally, but it is returned on success or failure

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|Achievements") static [UAchievementWriteCallbackProxy](API\Plugins\OnlineSubsystemUtils\UAchievementWriteCallbackProxy) * WriteAchievementProgress ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FName](API\Runtime\Core\UObject\FName) AchievementName, float Progress, int32 UserTag )


code: UAchievementWriteCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAchievementWriteCallbackProxy

OnFailure

type: FAchievementWri...

description: Called when there is an unsuccessful achievement write.

description: Called when there is a successful achievement write.


description: Connects to an online service such as Google Play.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DeprecatedFunction, DeprecationMessage="Please use Show External Login UI instead", BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|Achievements") static [UConnectionCallbackProxy](API\Plugins\OnlineSubsystemUtils\UConnectionCallbackProxy) * ConnectToService ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: UConnectionCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UConnectionCallbackProxy

type: FOnlineConnecti...


description: Creates a session with the default online subsystem.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|Session") static [UCreateSessionCallbackProxy](API\Plugins\OnlineSubsystemUtils\UCreateSessionCallbackProxy) * CreateSession ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, int32 PublicConnections, bool bUseLAN )


code: UCreateSessionCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCreateSessionCallbackProxy

description: Called when there was an error creating the session.

OnSuccess

description: Called when the session was created successfully.


description: Destroys a session previously created by the default online subsystem.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|Session") static [UDestroySessionCallbackProxy](API\Plugins\OnlineSubsystemUtils\UDestroySessionCallbackProxy) * DestroySession ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: UDestroySessionCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDestroySessionCallbackProxy

OnFailure

description: Called when there is an unsuccessful destroy.

description: Called when there is a successful destroy.


description: End a match that is in progress while it is the current player's turn.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|TurnBased") static [UEndMatchCallbackProxy](API\Plugins\OnlineSubsystemUtils\UEndMatchCallbackProxy) * EndMatch ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ITurnBasedMatchInterface](API\Plugins\OnlineSubsystem\Interfaces\ITurnBasedMatchInterface) > MatchActor, [FString](API\Runtime\Core\Containers\FString) MatchID, [EMPMatchOutcome::Outcome](API\Plugins\OnlineSubsystem\Interfaces\EMPMatchOutcome__Outcome) LocalPlayerOutcome, [EMPMatchOutcome::Outcome](API\Plugins\OnlineSubsystem\Interfaces\EMPMatchOutcome__Outcome) OtherPlayersOutcome )


code: void EndMatchDelegate ( [FString](API\Runtime\Core\Containers\FString) MatchID, bool Succeeded )


code: UEndMatchCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual ~UEndMatchCallbackProxy()


className: UEndMatchCallbackProxy

description: Called when ending the match fails.

OnSuccess

description: Called when the match ends successfully.


description: Called to trigger the action once the delegates have been bound

code: virtual void Activate()


description: Ends the turn for the current player.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|TurnBased") static [UEndTurnCallbackProxy](API\Plugins\OnlineSubsystemUtils\UEndTurnCallbackProxy) * EndTurn ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FString](API\Runtime\Core\Containers\FString) MatchID, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ITurnBasedMatchInterface](API\Plugins\OnlineSubsystem\Interfaces\ITurnBasedMatchInterface) > TurnBasedMatchInterface )


code: void UploadMatchDataDelegate ( [FString](API\Runtime\Core\Containers\FString) MatchID, bool Succeeded )


code: UEndTurnCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual ~UEndTurnCallbackProxy()


className: UEndTurnCallbackProxy


description: Results forUIpNetDriver::RecreateSocket

code: namespace UE { namespace Net { enum ERecreateSocketResult { NoAction, NotReady, AlreadyInProgress, BeganRecreate, Error, } } }


code: namespace UE { namespace Net { const TCHAR * UE::Net::LexToString ( [ERecreateSocketResult](API\Plugins\OnlineSubsystemUtils\UE__Net__ERecreateSocketResult) Value ) } }


description: Searches for advertised sessions with the default online subsystem.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|Session") static [UFindSessionsCallbackProxy](API\Plugins\OnlineSubsystemUtils\UFindSessionsCallbackProxy) * FindSessions ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, int32 MaxResults, bool bUseLAN )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Online|Session") static int32 GetCurrentPlayers ( const [FBlueprintSessionResult](API\Plugins\OnlineSubsystemUtils\FBlueprintSessionResult) & Result )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Online|Session") static int32 GetMaxPlayers ( const [FBlueprintSessionResult](API\Plugins\OnlineSubsystemUtils\FBlueprintSessionResult) & Result )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Online|Session") static int32 GetPingInMs ( const [FBlueprintSessionResult](API\Plugins\OnlineSubsystemUtils\FBlueprintSessionResult) & Result )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Online|Session") static [FString](API\Runtime\Core\Containers\FString) GetServerName ( const [FBlueprintSessionResult](API\Plugins\OnlineSubsystemUtils\FBlueprintSessionResult) & Result )


code: UFindSessionsCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFindSessionsCallbackProxy

OnFailure

type: FBlueprintFindS...

description: Called when there is an unsuccessful query.


description: Use the platform matchmaking service (like Game Center) to find a match.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|TurnBased") static [UFindTurnBasedMatchCallbackProxy](API\Plugins\OnlineSubsystemUtils\UFindTurnBasedMatchCallbackProxy) * FindTurnBasedMatch ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ITurnBasedMatchInterface](API\Plugins\OnlineSubsystem\Interfaces\ITurnBasedMatchInterface) > MatchActor, int32 MinPlayers, int32 MaxPlayers, int32 PlayerGroup, bool ShowExistingMatches )


code: UFindTurnBasedMatchCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UFindTurnBasedMatchCallbackProxy

type: FOnlineTurnBase...

description: Called when matchmaking failed.

OnSuccess

description: Called when matchmaking succeeded.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Kicks off a transaction for the provided product identifier.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Make an In-App Purchase v2", DeprecatedFunction, DeprecationMessage="Please use 'Start an In-App Purchase' and remember to pass the output receipts to 'Finalize In-App Purchase Transaction' after being validated and processed"), Category="Online|InAppPurchase") static [UInAppPurchaseCallbackProxy2](API\Plugins\OnlineSubsystemUtils\UInAppPurchaseCallbackProxy2) * CreateProxyObjectForInAppPurchase ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, const [FInAppPurchaseProductRequest2](API\Plugins\OnlineSubsystemUtils\FInAppPurchaseProductRequest2) & ProductRequest )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Process any New Unprocessed Purchases v2", DeprecatedFunction, DeprecationMessage="Please use 'Get known In-App Receipts' and remember to pass the output receipts to 'Finalize In-App Purchase Transaction' after being validated and processed"), Category="Online|InAppPurchase") static [UInAppPurchaseCallbackProxy2](API\Plugins\OnlineSubsystemUtils\UInAppPurchaseCallbackProxy2) * CreateProxyObjectForInAppPurchaseUnprocessedPurchases ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Query for Owned Purchases", DeprecatedFunction, DeprecationMessage="Please use 'Query for Owned In-App Products' and remember to pass the output receipts to 'Finalize In-App Purchase Transaction' after being validated and processed"), Category="Online|InAppPurchase") static [UInAppPurchaseCallbackProxy2](API\Plugins\OnlineSubsystemUtils\UInAppPurchaseCallbackProxy2) * CreateProxyObjectForInAppPurchaseQueryOwned ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: UInAppPurchaseCallbackProxy2 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UInAppPurchaseCallbackProxy2 : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnFailure

type: FInAppPurchaseR...

description: Called when there is an unsuccessful In-App Purchase transaction.

description: Called when there is a successful In-App Purchase transaction.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Start an In-App Purchase"), Category="Online|InAppPurchase") static [UInAppPurchaseCheckoutCallbackProxy](API\Plugins\OnlineSubsystemUtils\UInAppPurchaseCheckoutCallbackPr-) * CreateProxyObjectForInAppPurchaseCheckout ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, const [FInAppPurchaseProductRequest2](API\Plugins\OnlineSubsystemUtils\FInAppPurchaseProductRequest2) & ProductRequest )


code: UInAppPurchaseCheckoutCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UInAppPurchaseCheckoutCallbackProxy

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UInAppPurchaseCheckoutCallbackProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

type: FOnlineProxyInA...


description: Finalizes a transaction for the provided transaction identifier.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Finalize In-App Purchase Transaction"), Category="Online|InAppPurchase") static [UInAppPurchaseFinalizeProxy](API\Plugins\OnlineSubsystemUtils\UInAppPurchaseFinalizeProxy) * CreateProxyObjectForInAppPurchaseFinalize ( const [FInAppPurchaseReceiptInfo2](API\Plugins\OnlineSubsystemUtils\FInAppPurchaseReceiptInfo2) & InAppPurchaseReceipt, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: UInAppPurchaseFinalizeProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UInAppPurchaseFinalizeProxy

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UInAppPurchaseFinalizeProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Queries a InAppPurchase for an integer value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Read In App Purchase Information2"), Category="Online|InAppPurchase") static [UInAppPurchaseQueryCallbackProxy2](API\Plugins\OnlineSubsystemUtils\UInAppPurchaseQueryCallbackProxy-) * CreateProxyObjectForInAppPurchaseQuery ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ProductIdentifiers )


code: UInAppPurchaseQueryCallbackProxy2 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UInAppPurchaseQueryCallbackProxy2 : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

type: FInAppPurchaseQ...

description: Called when there is an unsuccessful InAppPurchase query.

OnSuccess

description: Called when there is a successful InAppPurchase query.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Get known In-App Receipts"), Category="Online|InAppPurchase") static [UInAppPurchaseReceiptsCallbackProxy](API\Plugins\OnlineSubsystemUtils\UInAppPurchaseReceiptsCallbackPr-) * CreateProxyObjectForInAppPurchaseGetKnownReceipts ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Query for Owned In-App Products"), Category="Online|InAppPurchase") static [UInAppPurchaseReceiptsCallbackProxy](API\Plugins\OnlineSubsystemUtils\UInAppPurchaseReceiptsCallbackPr-) * CreateProxyObjectForInAppPurchaseQueryOwnedProducts ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Restore Owned In-App Products"), Category="Online|InAppPurchase") static [UInAppPurchaseReceiptsCallbackProxy](API\Plugins\OnlineSubsystemUtils\UInAppPurchaseReceiptsCallbackPr-) * CreateProxyObjectForInAppPurchaseRestoreOwnedProducts ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: UInAppPurchaseReceiptsCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UInAppPurchaseReceiptsCallbackProxy

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UInAppPurchaseReceiptsCallbackProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual void BeginDestroy()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Restore In-App Purchases2", DeprecatedFunction, DeprecationMessage="Please use 'Restore Owned In-App Products' and remember to pass the output receipts to 'Finalize In-App Purchase Transaction' after being validated and processed"), Category="Online|InAppPurchase") static [UInAppPurchaseRestoreCallbackProxy2](API\Plugins\OnlineSubsystemUtils\UInAppPurchaseRestoreCallbackPro-) * CreateProxyObjectForInAppPurchaseRestore ( const [TArray](API\Runtime\Core\Containers\TArray)< [FInAppPurchaseProductRequest2](API\Plugins\OnlineSubsystemUtils\FInAppPurchaseProductRequest2) > & ConsumableProductFlags, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: UInAppPurchaseRestoreCallbackProxy2 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UInAppPurchaseRestoreCallbackProxy2 : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Closes the control channel, cleans up structures, and prepares for deletion

code: virtual void CleanUp()


description: Disables address resolution by pushing the disabled flag into the status field.

code: void DisableAddressResolution()


description:
Gets the cached socket for this connection.
The cached socket for this connection

code: [FSocket](API\Runtime\Sockets\FSocket) * GetSocket() const


description: Return current timeout value that should be used

code: virtual float GetTimeoutValue()


description: Initialize common settings for this connection instance

code: virtual void InitBase ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver, class [FSocket](API\Runtime\Sockets\FSocket) * InSocket, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, EConnectionState InState, int32 InMaxPacket, int32 InPacketOverhead )


description: Handles a NetConnection timeout. Overridden in order to handle parsing multiple GAI results during resolution.

code: virtual void HandleConnectionTimeout ( const [FString](API\Runtime\Core\Containers\FString) & ErrorStr )


description: Initialize this connection instancetoa remote source

code: virtual void InitLocalConnection ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver, class [FSocket](API\Runtime\Sockets\FSocket) * InSocket, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, EConnectionState InState, int32 InMaxPacket, int32 InPacketOverhead )


description: Initialize this connection instancefroma remote source

code: virtual void InitRemoteConnection ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver, class [FSocket](API\Runtime\Sockets\FSocket) * InSocket, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, const class [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & InRemoteAddr, EConnectionState InState, int32 InMaxPacket, int32 InPacketOverhead )


description: the description of connection


description: the remote machine address

code: virtual [FString](API\Runtime\Core\Containers\FString) LowLevelGetRemoteAddress ( bool bAppendPort )


description: Sends a byte stream to the remote endpoint using the underlying socket

code: virtual void LowLevelSend ( void * Data, int32 CountBits, [FOutPacketTraits](API\Runtime\NetCommon\Net\Common\Packets\FOutPacketTraits) & Traits )


description: Allows the connection to process the raw data that was received

code: virtual void ReceivedRawPacket ( void * Data, int32 Count )


description: Poll the connection. If it is timed out, close it.

code: virtual void Tick ( float DeltaSeconds )


description: If CVarNetIpConnectionUseSendTasks is true, blocks until there are no outstanding send tasks. Since these tasks need to access the socket, this is called before the net driver closes the socket.

code: void WaitForSendTasks()


description: UIpConnection

code: UIpConnection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UIpConnection

description: A state system of the address resolution functionality.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine) class UIpConnection : public [UNetConnection](API\Runtime\Engine\Engine\UNetConnection)

FIpConnectionHelper

type: friend


description:
Creates, initializes and binds a socket using the given bind address information.
if the socket could be created and bound with all the appropriate options, a pointer to the new socket is given, otherwise null

code: virtual FUniqueSocket CreateAndBindSocket ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > BindAddr, int32 Port, bool bReuseAddressAndPort, int32 DesiredRecvSize, int32 DesiredSendSize, [FString](API\Runtime\Core\Containers\FString) & Error )


description:
Creates a socket set up for communication using the given protocol. This allows for explicit creation instead of inferring type for you.
anFSocketif creation succeeded, nullptr if creation failed.

code: virtual FUniqueSocket CreateSocketForProtocol ( const [FName](API\Runtime\Core\UObject\FName) & ProtocolType )


className: ESocketState

description: The current state of the NetDriver socket

code: enum ESocketState { None, Resolving, Recreating, Ready, Error, }


className: FOnNetworkProcessingCausingSlowFrame

description: Callback for platform handling when networking is taking a long time in a single frame (by default over 1 second). It may get called multiple times in a single frame if additional processing after a previous alert exceeds the threshold again

code: typedef TMulticastDelegate_NoParams< void > FOnNetworkProcessingCausingSlowFrame


description:
Returns the port number to use when a client is creating a socket. Platforms that can't use the default of 0 (system-selected port) may override this function.
The port number to use for client sockets. Base implementation returns 0.

code: virtual int GetClientPort()


description: Returns the last time socket recreation was kicked off or completed


description: The address resolution timeout value

code: float GetResolutionTimeoutValue() const


description: IP connection to server


description:
Returns the currentFSocketto be used with this NetDriver. This is useful in the cases of resolution as it will always point to the Socket that's currently being used with the current resolution attempt.
a pointer to the socket to use.

code: virtual [FSocket](API\Runtime\Sockets\FSocket) * GetSocket()


description: Get the socket subsytem appropriate for this net driver

code: virtual [ISocketSubsystem](API\Runtime\Sockets\ISocketSubsystem) * GetSocketSubsystem()


code: bool HandlePauseReceiveCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: bool HandleRecreateSocketCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Exec command handlers

code: bool HandleSocketsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Common initialization between server and client connection setup
true if successful, false otherwise (check Error parameter)

code: virtual bool InitBase ( bool bInitAsClient, [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, const [FURL](API\Runtime\Engine\Engine\FURL) & URL, bool bReuseAddressAndPort, [FString](API\Runtime\Core\Containers\FString) & Error )


description:
Initialize the net driver in client mode
true if successful, false otherwise (check Error parameter)

code: virtual bool InitConnect ( [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, const [FURL](API\Runtime\Engine\Engine\FURL) & ConnectURL, [FString](API\Runtime\Core\Containers\FString) & Error )


description:
Initialize the network driver in server mode (listener)
true if successful, false otherwise (check Error parameter)

code: virtual bool InitListen ( [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, [FURL](API\Runtime\Engine\Engine\FURL) & ListenURL, bool bReuseAddressAndPort, [FString](API\Runtime\Core\Containers\FString) & Error )


description: true if the net resource is valid or false if it should not be used

code: virtual bool IsNetResourceValid()


description:
Returns true if this net driver is valid for the current configuration. Safe to call on a CDO if necessary
true if available, false otherwise

code: virtual bool IsAvailable() const


description: Close socket and Free the memory the OS allocated for this socket

code: virtual void LowLevelDestroy()


description: network number


description: Sends a 'connectionless' (not associated with a UNetConection) packet, to the specified address. NOTE: Address is an abstract format defined by subclasses. Anything calling this, must use an address supplied by the net driver.

code: virtual void LowLevelSend ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > Address, void * Data, int32 CountBits, [FOutPacketTraits](API\Runtime\NetCommon\Net\Common\Packets\FOutPacketTraits) & Traits )


description:
Also usable to test the 'restart handshake' feature, using the 'net RecreateSocket' command.
Returns the action taken (e.g. successfully kicked off recreation, or whether this failed or is already in progress etc.)

code: [UE::Net::ERecreateSocketResult](API\Plugins\OnlineSubsystemUtils\UE__Net__ERecreateSocketResult) RecreateSocket ( int32 OverridePort )


className: OnNetworkProcessingCausingSlowFrame


description: Set the current NetDriver's Socket/LocalAddr to the given socket (typically after Net Address Resolution). This will automatically pass the socket back through all NetConnection's, and trigger safe/deferred cleanup of the old socket.

code: void SetSocketAndLocalAddress ( [FSocket](API\Runtime\Sockets\FSocket) * NewSocket )


code: void SetSocketAndLocalAddress ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSocket](API\Runtime\Sockets\FSocket) > & SharedSocket )


description: Called by NetDriver subclasses, to specify whether or not they support recreating the active socket

code: void SetSupportsRecreateSocket ( bool bInSupportsRecreateSocket )


description: Tests a scenario where a connected client suddenly starts sending traffic on a different port (can happen due to a rare router bug.

code: void TestSuddenPortChange ( uint32 NumConnections )


description: Handle time update: read and process packets

code: virtual void TickDispatch ( float DeltaTime )


description: UIpNetDriver

code: UIpNetDriver ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Called to trigger the action once the delegates have been bound

code: virtual void Activate()


className: UIpNetDriver

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine) class UIpNetDriver : public [UNetDriver](API\Runtime\Engine\Engine\UNetDriver)

AllowPlayerPortUnreach

type: uint32: 1

description: Does the game allow clients to remain after receiving ICMP port unreachable errors (handles flakey connections)

bExitOnBindFailure

description: Whether to exit if binding a port failed.

LogPortUnreach

description: Should port unreachable messages be logged

MaxPortCountToTry

description: Number of ports which will be tried if current one is not available for binding (i.e. if told to bind to port N, will try from N to N+MaxPortCountToTry inclusive)

PauseReceiveEnd

type: float

description: If pausing socket receives, the time at which this should end


description: Joins a remote session with the default online subsystem.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|Session") static [UJoinSessionCallbackProxy](API\Plugins\OnlineSubsystemUtils\UJoinSessionCallbackProxy) * JoinSession ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, const [FBlueprintSessionResult](API\Plugins\OnlineSubsystemUtils\FBlueprintSessionResult) & SearchResult )


code: UJoinSessionCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UJoinSessionCallbackProxy

OnFailure

description: Called when there is an unsuccessful join.

OnSuccess

description: Called when there is a successful join.


description: Writes an integer value to the specified leaderboard

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Online|Leaderboard") static bool WriteLeaderboardInteger ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FName](API\Runtime\Core\UObject\FName) StatName, int32 StatValue )


code: ULeaderboardBlueprintLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ULeaderboardBlueprintLibrary

description: A beacon host used for taking reservations for an existing game session


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Called to perform the query internally.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true")) static [ULeaderboardFlushCallbackProxy](API\Plugins\OnlineSubsystemUtils\ULeaderboardFlushCallbackProxy) * CreateProxyObjectForFlush ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FName](API\Runtime\Core\UObject\FName) SessionName )


code: ULeaderboardFlushCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ULeaderboardFlushCallbackProxy

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class ULeaderboardFlushCallbackProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnFailure

type: FOnLeaderboardF...

description: Called when there is an unsuccessful leaderboard flush.

description: Called when there is a successful leaderboard flush.


description: Queries a leaderboard for an integer value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", DisplayName="Read Leaderboard Integer"), Category="Online|Leaderboard") static [ULeaderboardQueryCallbackProxy](API\Plugins\OnlineSubsystemUtils\ULeaderboardQueryCallbackProxy) * CreateProxyObjectForIntQuery ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FName](API\Runtime\Core\UObject\FName) StatName )


code: ULeaderboardQueryCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ULeaderboardQueryCallbackProxy

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class ULeaderboardQueryCallbackProxy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

type: FLeaderboardQue...

description: Called when there is an unsuccessful leaderboard query.

OnSuccess

description: Called when there is a successful leaderboard query.


description: Logs out of the online service.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online") static [ULogoutCallbackProxy](API\Plugins\OnlineSubsystemUtils\ULogoutCallbackProxy) * Logout ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: ULogoutCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ULogoutCallbackProxy

OnFailure

type: FOnlineLogoutRe...

description: Called when the logout completed unsuccessfully.

description: Called when the logout completed successfully.


description: Tear down all delegates used to manage online sessions.

code: virtual void ClearOnlineDelegates()


description: Destroys an existing session of a given name

code: void DestroyExistingSession ( [FName](API\Runtime\Core\UObject\FName) SessionName, [FOnDestroySessionCompleteDelegate](API\Plugins\OnlineSubsystem\Interfaces\FOnDestroySessionCompleteDelegat-) & Delegate )


description: Implementation of DestroyExistingSession

code: void DestroyExistingSession_Impl ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & OutResult, [FName](API\Runtime\Core\UObject\FName) SessionName, [FOnDestroySessionCompleteDelegate](API\Plugins\OnlineSubsystem\Interfaces\FOnDestroySessionCompleteDelegat-) & Delegate )


description: Ends an existing session of a given name

code: void EndExistingSession ( [FName](API\Runtime\Core\UObject\FName) SessionName, [FOnEndSessionCompleteDelegate](API\Plugins\OnlineSubsystem\Interfaces\FOnEndSessionCompleteDelegate) & Delegate )


description: End the online session specified

code: virtual void EndOnlineSession ( [FName](API\Runtime\Core\UObject\FName) SessionName )


description: the current game instance

code: virtual [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * GetGameInstance() const


description: the current game world

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Called to tear down any online sessions and return to main menu

code: virtual void HandleDisconnect ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


description:
Chance for the session client to handle the disconnect
true if disconnect was handled, false for general engine handling

code: virtual bool HandleDisconnectInternal ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


description: Join a session of a given name after potentially tearing down an existing one

code: virtual void JoinSession ( [FName](API\Runtime\Core\UObject\FName) SessionName, const [FOnlineSessionSearchResult](API\Plugins\OnlineSubsystem\FOnlineSessionSearchResult) & SearchResult )


description: Transition from destroying a session to joining a new one of the same name

code: void OnDestroyForJoinSessionComplete ( [FName](API\Runtime\Core\UObject\FName) SessionName, bool bWasSuccessful )


description: Transition from destroying a session to returning to the main menu

code: void OnDestroyForMainMenuComplete ( [FName](API\Runtime\Core\UObject\FName) SessionName, bool bWasSuccessful )


description: Transition from ending a session to destroying a session

code: void OnEndForJoinSessionComplete ( [FName](API\Runtime\Core\UObject\FName) SessionName, bool bWasSuccessful )


description: Delegate called when EndSession has completed

code: virtual void OnEndSessionComplete ( [FName](API\Runtime\Core\UObject\FName) InSessionName, bool bWasSuccessful )


description: Delegate fired when the joining process for an online session has completed

code: void OnJoinSessionComplete ( [FName](API\Runtime\Core\UObject\FName) SessionName, [EOnJoinSessionCompleteResult::Type](API\Plugins\OnlineSubsystem\Interfaces\EOnJoinSessionCompleteResult__Ty-) Result )


description: Called from GameInstance when the user accepts an invite

code: virtual void OnSessionUserInviteAccepted ( const bool bWasSuccess, const int32 ControllerId, FUniqueNetIdPtr UserId, const [FOnlineSessionSearchResult](API\Plugins\OnlineSubsystem\FOnlineSessionSearchResult) & InviteResult )


description: Delegate called when StartSession has completed

code: virtual void OnStartSessionComplete ( [FName](API\Runtime\Core\UObject\FName) InSessionName, bool bWasSuccessful )


description: Register all delegates needed to manage online sessions.

code: virtual void RegisterOnlineDelegates()


description: Update the session settings on the client

code: virtual void SetInviteFlags ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FJoinabilitySettings](API\Runtime\CoreOnline\Online\FJoinabilitySettings) & Settings )


description: Start the online session specified

code: virtual void StartOnlineSession ( [FName](API\Runtime\Core\UObject\FName) SessionName )


code: UOnlineSessionClient ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UOnlineSessionClient

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game) class UOnlineSessionClient : public [UOnlineSession](API\Runtime\Engine\GameFramework\UOnlineSession)

bHandlingDisconnect

type: bool

description: Have we started returning to main menu already

bIsFromInvite

description: Is this join from an invite

CachedSessionResult

type: FOnlineSessionS...

description: Cached invite/search result while in the process of tearing down an existing session

EndSessionCompleteHandle

type: FDelegateHandle

description: Handle to outstanding end session call

OnDestroyForJoinSessionCompleteDelegate

type: FOnDestroySessi...

description: Delegate for joining a new session after previously destroying it

OnDestroyForMainMenuCompleteDelegate

description: Delegate for returning to main menu after cleaning up

OnEndForJoinSessionCompleteDelegate

type: FOnEndSessionCo...

description: Delegate for destroying a session after previously ending it

OnJoinSessionCompleteDelegate

type: FOnJoinSessionC...

description: Delegate after joining a session

OnSessionInviteAcceptedDelegateHandle

description: Handles to the above delegates.

OnSessionUserInviteAcceptedDelegate

type: FOnSessionUserI...

description: Delegate for accepting session invites

description: Delegate handle that stores delegate for when an invite is accepted by a user

StartSessionCompleteHandle

description: Handle to outstanding start session call


description:
Add a reservation to the beacon state, tries to assign a team
true if successful, false otherwise

code: virtual bool AddReservation ( const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationRequest )


description:
Determine if there are any teams that can fit the current party request.
true if there are teams available, false otherwise

code: virtual bool AreTeamsAvailable ( const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationRequest ) const


description: Arrange reservations to make the most room available on a single team allowing larger parties to fit into this session Since teams change, this shouldn't be used after the teams have been set in the game logic


description:
Place a party on a new team, party must fit and team must exist
true if successful, false otherwise

code: virtual bool ChangeTeam ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyLeader, int32 NewTeamNum )


description:
Perform a cross play compatible check for the new reservation against existing reservations
true if there are no cross play restrictions, false otherwise

code: virtual bool CrossPlayAllowed ( const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationRequest ) const


description:
Determine if this reservation fits all rules for fitting in the game
true if reservation can be added to this state, false otherwise

code: virtual bool DoesReservationFit ( const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationRequest ) const


description: Output current state of reservations to log

code: virtual void DumpReservations() const


description:
Get an existing reservation containing a given party member
index of reservation, INDEX_NONE otherwise

code: virtual int32 GetExistingReservationContainingMember ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyMember ) const


description:
Get an existing reservation for a given party
index of reservation, INDEX_NONE otherwise

code: virtual int32 GetExistingReservation ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyLeader ) const


description:
Determine the maximum team size that can be accommodated based on the current reservation slots occupied.
maximum team size that is currently available

code: virtual int32 GetMaxAvailableTeamSize() const


description:
Get the max number of players per team
The number of player per team

code: virtual int32 GetMaxPlayersPerTeam() const


description: the total number of reservations allowed

code: virtual int32 GetMaxReservations() const


description: the number of actually used reservations across all parties

code: virtual int32 GetNumConsumedReservations() const


description:
Get the number of current players on a given team.
The number of teams.

code: virtual int32 GetNumPlayersOnTeam ( int32 TeamIdx ) const


description:
Get the number of teams.
The number of teams.

code: virtual int32 GetNumTeams() const


description:
Get the party leader for a given unique id
true if a party leader was found for a given user id, false otherwise

code: virtual bool GetPartyLeader ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InPartyMemberId, [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & OutPartyLeaderId ) const


description:
Get all the known players on a given team
number of players on team, 0 if invalid

code: int32 GetPlayersOnTeam ( int32 TeamIndex, [TArray](API\Runtime\Core\Containers\TArray)< [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) > & TeamMembers ) const


description:
Obtain player validation string from party reservation entry
true if reservation exists for player

code: virtual bool GetPlayerValidation ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId, [FString](API\Runtime\Core\Containers\FString) & OutValidation ) const


description: the amount of space left in the beacon

code: virtual int32 GetRemainingReservations() const


description:
Get the current reservation count inside the beacon this is NOT the number of players in the game
number of consumed reservations

code: virtual int32 GetReservationCount() const


description:
Get a count of all players for a given platform
number of players for a given platform

code: virtual int32 GetReservationPlatformCount ( const [FString](API\Runtime\Core\Containers\FString) & InPlatform, bool bIncludeMappedPlatforms ) const


description: all reservations in this beacon state

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) > & GetReservations()


description: the name of the session associated with this beacon state

code: virtual [FName](API\Runtime\Core\UObject\FName) GetSessionName() const


description:
Determine the team number for the given party reservation request. Uses the list of current reservations to determine what teams have open slots.
index of the team to assign to all members of this party

code: virtual int32 GetTeamAssignment ( const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & Party )


description:
Get the team index for a given player
team index for the given player, INDEX_NONE otherwise

code: virtual int32 GetTeamForCurrentPlayer ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId ) const


description: true if there are cross play restrictions, false otherwise

code: virtual bool HasCrossplayOptOutReservation() const


description:
Initialize this state object
true if successful created, false otherwise

code: virtual bool InitState ( int32 InTeamCount, int32 InTeamSize, int32 InMaxReservations, [FName](API\Runtime\Core\UObject\FName) InSessionName, int32 InForceTeamNum, bool bEnableRemovalRequests )


description: Randomly assign a team for the reservation configuring the beacon

code: virtual void InitTeamArray()


description: true if the beacon is currently at max capacity

code: virtual bool IsBeaconFull() const


description:
Does a given player id have an existing reservation
true if a reservation exists, false otherwise

code: virtual bool PlayerHasReservation ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId ) const


description: Reconfigures the beacon for a different team/player count configuration Allows dedicated server to change beacon parameters after a playlist configuration has been made Does no real checking against current reservations because we assume the UI wouldn't let this party start a gametype if they were too big to fit on a team together

code: virtual bool ReconfigureTeamAndPlayerCount ( int32 InNumTeams, int32 InNumPlayersPerTeam, int32 InNumReservations )


description: Register user auth ticket with the reservation system Must have an existing reservation entry

code: void RegisterAuthTicket ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InPartyMemberId, const [FString](API\Runtime\Core\Containers\FString) & InAuthTicket )


description:
PlayerId player to remove
true if player found and removed, false otherwise

code: virtual bool RemovePlayer ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PlayerId )


description:
Remove an entire reservation from this state object
true if successful, false if reservation not found

code: virtual bool RemoveReservation ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyLeader )


description: Check that our reservations are in a good state

code: void SanityCheckReservations ( const bool bIgnoreEmptyReservations ) const


description: Competitive integrity represents how "fair" we need to keep the game. So no friends on other teams, no cross team chat, etc.

code: virtual void SetCompetitiveIntegrity ( bool bNewCompetitiveIntegrity )


description: ETeamAssignmentMethodfor descriptions)

code: virtual void SetTeamAssignmentMethod ( [FName](API\Runtime\Core\UObject\FName) NewAssignmentMethod )


description:
Swap the parties between teams, parties must be able to fit on other team after swap
true if successful, false otherwise

code: virtual bool SwapTeams ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyLeader, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & OtherPartyLeader )


description: Update party leader for a given player with the reservation beacon (needed when party leader leaves, reservation beacon is in a temp/bad state until someone updates this)

code: virtual void UpdatePartyLeader ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InPartyMemberId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & NewPartyLeaderId )


code: UPartyBeaconState ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPartyBeaconState

description: A beacon host used for taking reservations for an existing game session

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine) class UPartyBeaconState : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bEnableRemovalRequests

description: Process requests from clients to remove players from beacon

bRespectCompetitiveIntegrity

description: Competitive integrity represents how "fair" we need to keep the game.

bRestrictCrossConsole

description: Are multiple consoles types allowed to play together

ForceTeamNum

description: Team that everyone is forced to in single team games

MaxReservations

description: Maximum allowed reservations

NumConsumedReservations

description: Number of currently consumed reservations

NumPlayersPerTeam

description: Number of players on each team for balancing

NumTeams

description: Number of teams in the game

PlatformCrossplayRestrictions

type: TArray<FString...

description: Platform crossplay restrictions.

PlatformTypeMapping

type: TArray<FPartyB...

PlayersPendingJoin

type: TArray< FUnique...

description: Players that are expected to join shortly

Reservations

type: TArray<FPartyR...

description: Current reservations in the system

ReservedHostTeamNum

description: Team that the host has been assigned to

SessionName

type: FName

description: Session tied to the beacon

TeamAssignmentMethod

description: Team assignment method


description: Called to trigger the action once the delegates have been bound

code: virtual void Activate()


description: Quits the turn based match.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|TurnBased") static [UQuitMatchCallbackProxy](API\Plugins\OnlineSubsystemUtils\UQuitMatchCallbackProxy) * QuitMatch ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FString](API\Runtime\Core\Containers\FString) MatchID, [EMPMatchOutcome::Outcome](API\Plugins\OnlineSubsystem\Interfaces\EMPMatchOutcome__Outcome) Outcome, int32 TurnTimeoutInSeconds )


code: void QuitMatchDelegate ( [FString](API\Runtime\Core\Containers\FString) MatchID, bool Succeeded )


code: UQuitMatchCallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Competitive integrity represents how "fair" we need to keep the game. So no friends on other teams, no cross team chat, etc.
Whether we should respect competitive integrity

code: virtual bool ShouldRespectCompetitiveIntegrity() const


code: virtual ~UQuitMatchCallbackProxy()


className: UQuitMatchCallbackProxy

OnFailure

type: FEmptyOnlineDel...

description: Called when there is an unsuccessful query.

OnSuccess

description: Called when there is a successful query.


description: Shows the login UI for the currently active online subsystem, if the subsystem supports a login UI.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online") static [UShowLoginUICallbackProxy](API\Plugins\OnlineSubsystemUtils\UShowLoginUICallbackProxy) * ShowExternalLoginUI ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * InPlayerController )


description:
Updates the platform on an existing reservation (Used when MMS does not set a platform when handing out a match assignment)
true if a reservation exists, false otherwise

code: virtual bool UpdateMemberPlatform ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyMember, const [FString](API\Runtime\Core\Containers\FString) & PlatformName )


code: UShowLoginUICallbackProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UShowLoginUICallbackProxy

OnFailure

type: FOnlineShowLogi...


description:
Add a reservation to the beacon state, tries to assign a team
true if successful, false otherwise

code: virtual bool AddReservation ( const [FSpectatorReservation](API\Plugins\OnlineSubsystemUtils\FSpectatorReservation) & ReservationRequest )


description:
Perform a cross play compatible check for the new reservation against existing reservations
true if there are no cross play restrictions, false otherwise

code: virtual bool CrossPlayAllowed ( const [FSpectatorReservation](API\Plugins\OnlineSubsystemUtils\FSpectatorReservation) & ReservationRequest ) const


description:
Determine if this reservation fits all rules for fitting in the game
true if reservation can be added to this state, false otherwise

code: virtual bool DoesReservationFit ( const [FSpectatorReservation](API\Plugins\OnlineSubsystemUtils\FSpectatorReservation) & ReservationRequest ) const


description: Output current state of reservations to log

code: virtual void DumpReservations() const


description:
Get an existing reservation for a given spectator
index of reservation, INDEX_NONE otherwise

code: virtual int32 GetExistingReservation ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & Spectator ) const


description: the total number of reservations allowed

code: virtual int32 GetMaxReservations() const


description: the number of actually used reservations across all parties

code: virtual int32 GetNumConsumedReservations() const


description:
Obtain player validation string from spectator reservation entry
true if reservation exists for player

code: virtual bool GetPlayerValidation ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId, [FString](API\Runtime\Core\Containers\FString) & OutValidation ) const


description: the amount of space left in the beacon

code: virtual int32 GetRemainingReservations() const


description:
Get the current reservation count inside the beacon this is NOT the number of players in the game
number of consumed reservations

code: virtual int32 GetReservationCount() const


description: all reservations in this beacon state

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FSpectatorReservation](API\Plugins\OnlineSubsystemUtils\FSpectatorReservation) > & GetReservations()


description:
Get a count of all players for a given platform
number of players for a given platform

code: virtual int32 GetReservationPlatformCount ( const [FString](API\Runtime\Core\Containers\FString) & InPlatform ) const


description: the name of the session associated with this beacon state

code: virtual [FName](API\Runtime\Core\UObject\FName) GetSessionName() const


description: true if there are cross play restrictions, false otherwise

code: virtual bool HasCrossplayOptOutReservation() const


description:
Initialize this state object
true if successful created, false otherwise

code: virtual bool InitState ( int32 InMaxReservations, [FName](API\Runtime\Core\UObject\FName) InSessionName )


description: true if the beacon is currently at max capacity

code: virtual bool IsBeaconFull() const


description:
Does a given player id have an existing reservation
true if a reservation exists, false otherwise

code: virtual bool PlayerHasReservation ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId ) const


description: Register user auth ticket with the reservation system Must have an existing reservation entry

code: void RegisterAuthTicket ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InSpectatorId, const [FString](API\Runtime\Core\Containers\FString) & InAuthTicket )


description:
PlayerId player to remove
true if player found and removed, false otherwise

code: virtual bool RemovePlayer ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PlayerId )


description:
Remove an entire reservation from this state object
true if successful, false if reservation not found

code: virtual bool RemoveReservation ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & Spectator )


description: Check that our reservations are in a good state

code: void SanityCheckReservations ( const bool bIgnoreEmptyReservations ) const


description:
Updates the platform on an existing reservation (Used when MMS does not set a platform when handing out a match assignment)
true if a reservation exists, false otherwise

code: virtual bool UpdateMemberPlatform ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & Spectator, const [FString](API\Runtime\Core\Containers\FString) & PlatformName )


code: USpectatorBeaconState ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: USpectatorBeaconState

description: A beacon host used for taking reservations for an existing game session

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine) class USpectatorBeaconState : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bRestrictCrossConsole

description: Are multiple consoles types allowed to play together

MaxReservations

description: Maximum allowed reservations

NumConsumedReservations

description: Number of currently consumed reservations

PlayersPendingJoin

description: Players that are expected to join shortly

Reservations

type: TArray<FSpecta...

description: Current reservations in the system

SessionName

description: Session tied to the beacon


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(WorldContext="WorldContextObject"), Category="Online|TurnBased") static void GetIsMyTurn ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FString](API\Runtime\Core\Containers\FString) MatchID, bool & bIsMyTurn )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(WorldContext="WorldContextObject"), Category="Online|TurnBased") static void GetMyPlayerIndex ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FString](API\Runtime\Core\Containers\FString) MatchID, int32 & PlayerIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(WorldContext="WorldContextObject"), Category="Online|TurnBased") static void GetPlayerDisplayName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [FString](API\Runtime\Core\Containers\FString) MatchID, int32 PlayerIndex, [FString](API\Runtime\Core\Containers\FString) & PlayerDisplayName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(WorldContext="WorldContextObject"), Category="Online|TurnBased") static void RegisterTurnBasedMatchInterfaceObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: UTurnBasedBlueprintLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UTurnBasedBlueprintLibrary

description: Library of synchronous achievement calls.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Close an open packet stream and start outputting silence.

code: void ClosePacketStream()


description: Optionally connect this VOIP Synth Component to a splitter.

code: void ConnectToSplitter ( [Audio::FPatchMixerSplitter](API\Runtime\SignalProcessing\DSP\FPatchMixerSplitter) & InSplitter )


description: This function returns the more recent sample counter of the packet currently getting played. This may prove useful for strongly timing events off of VOIP playback, since VOIP playback has a highly variable amount of delay.

code: uint64 GetSampleCounter()


description:
Thread safe way to get whether this synth component still has buffered packets of audio to play back. This function is used by the Voice Engine to clean up voice sounds when they are not playing back audio to make space for other sounds to be rendered.
true if this synth component is out of audio to play.


description: Start accepting packets with a given delay for buffering.

code: void OpenPacketStream ( uint64 BeginningSampleCount, int32 BufferSize, float JitterDelay )


description: Reset the packet stream buffer if it's already open. Using this call prevents memory churn.

code: void ResetBuffer ( int32 InStartSample, float JitterDelay )


description: Submit a packet to be enqueued for playback. This should be called AFTER a the stream is opened withOpenPacketStream().

code: void SubmitPacket ( void * InBuffer, int32 NumBytes, int64 InStartSample, [EVoipStreamDataFormat](API\Plugins\OnlineSubsystemUtils\EVoipStreamDataFormat) DataFormat )


className: UVoipListenerSynthComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVoipListenerSynthComponent : public [USynthComponent](API\Runtime\AudioMixer\Components\USynthComponent)


code: ~UVoipListenerSynthComponent()


className: EOpenColorIOViewTransformDirection

description: Transformation direction type for display-view transformations.

module: OpenColorIO

code: enum EOpenColorIOViewTransformDirection { Forward = 0, Inverse = 1, }


className: EOpenColorIOTransformAlpha

description: Option to transform the render target alpha before applying the color transform.

code: enum EOpenColorIOTransformAlpha { None = 0, Unpremultiply = 1, InvertUnpremultiply = 2, }


description: Determines if this ColorConversionSettings is the same as another.

code: bool Equals ( const [FOpenColorIOColorConversionSettings](API\Plugins\OpenColorIO\FOpenColorIOColorConversionSetti-) & Other ) const


className: FOnConversionSettingsChange

code: typedef TMulticastDelegate_NoParams< void > FOnConversionSettingsChange


description: Returns a string representing the settings' destination


description: Returns a string representing the settings' source


description: Whether or not these settings are of the display-view type.

code: bool IsDisplayView() const


description: Returns true if the source and destination color spaces are found in the configuration file

code: bool IsValid() const


description: Delegate triggered upon changes to the settings.


code: bool operator== ( const [FOpenColorIOColorConversionSettings](API\Plugins\OpenColorIO\FOpenColorIOColorConversionSetti-) & Other ) const


code: bool operator!= ( const [FOpenColorIOColorConversionSettings](API\Plugins\OpenColorIO\FOpenColorIOColorConversionSetti-) & Other ) const


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Reset members to default/empty values.

code: void Reset ( bool bResetConfigurationSource )


description:
Get a string representation of this conversion.
String representation, i.e. "ConfigurationAssetName - SourceColorSpace to DestinationColorSpace".


description: Ensure that the selected source and destination color spaces are valid, resets them otherwise.

code: void ValidateColorSpaces()


className: FOpenColorIOColorConversionSettings

description: Identifies a OCIO ColorSpace conversion.

ConfigurationSource

type: TObjectPtr<UOp...

description: The source color space name.

DestinationColorSpace

type: FOpenColorIOCol...

description: The destination color space name.

DestinationDisplayView

type: FOpenColorIODis...

description: The destination display view name.

DisplayViewDirection

type: EOpenColorIOVie...

description: The display view direction.

SourceColorSpace

description: The source color space name.


className: FamilyDelimiter

description: Delimiter used in the OpenColorIO library to make family hierarchies

code: static const TCHAR * FamilyDelimiter = TEXT("/");


description:
Return the family name at the desired depth level
FamilyName at the desired depth. Empty string if depth level doesn't exist.

code: [FString](API\Runtime\Core\Containers\FString) GetFamilyNameAtDepth ( int32 InDepth ) const


description: Return true if the index and name have been set properly


code: bool operator== ( const [FOpenColorIOColorSpace](API\Plugins\OpenColorIO\FOpenColorIOColorSpace) & Other ) const


code: bool operator!= ( const [FOpenColorIOColorSpace](API\Plugins\OpenColorIO\FOpenColorIOColorSpace) & Other ) const


description: Reset members to default/empty values.

code: void Reset()


description:
Get the string representation of this color space.
ColorSpace name.


description: Default constructor.

code: FOpenColorIOColorSpace()


description: Create and initialize a new instance.

code: FOpenColorIOColorSpace ( const [FString](API\Runtime\Core\Containers\FString) & InColorSpaceName, int32 InColorSpaceIndex, const [FString](API\Runtime\Core\Containers\FString) & InFamilyName )


description: Default constructor.

code: FOpenColorIOColorConversionSettings()


className: FOpenColorIOColorSpace

description: Structure to identify a ColorSpace as described in an OCIO configuration file. Members are populated by data coming from a config file.

ColorSpaceIndex

description: The index of the ColorSpace in the config

ColorSpaceName

type: FString

description: The ColorSpace name.

FamilyName

description: The family of this ColorSpace as specified in the configuration file.


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FOpenColorIOCompilationOutput()


className: FOpenColorIOCompilationOutput

description: Stores outputs from the color transform compile that need to be saved.

code: class FOpenColorIOCompilationOutput


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FOpenColorIODisplayConfiguration

description: Identifies an OCIO Display look configuration

bIsEnabled

type: bool

description: Whether or not this display configuration is enabled Since display look are applied on viewports, this will dictate whether it's applied or not to it

ColorConfiguration

description: Conversion to apply when this display is enabled


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Called on game thread when view family is about to be rendered.

code: virtual void BeginRenderViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Returns the ViewportClient this extension is currently attached to


description: Returns the current display configuration in a const manner

code: const [FOpenColorIODisplayConfiguration](API\Plugins\OpenColorIO\FOpenColorIODisplayConfiguration) & GetDisplayConfiguration() const


description: Returns the current display configuration to be updated


description: Called to determine view extensions priority in relation to other view extensions, higher comes first

code: virtual int32 GetPriority() const


description: Overload this method to report a name for your referencer

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const


description: Called if no IsActive functors returned a definitive answer to whether this extension should be active this frame.

code: virtual bool IsActiveThisFrame_Internal ( const [FSceneViewExtensionContext](API\Runtime\Engine\FSceneViewExtensionContext) & Context ) const


code: [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) PostProcessPassAfterTonemap_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const [FPostProcessMaterialInputs](API\Runtime\Renderer\PostProcess\FPostProcessMaterialInputs) & Inputs )


description: Called on render thread at the start of rendering.

code: virtual void PreRenderViewFamily_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Called on render thread at the start of rendering, for each view, after PreRenderViewFamily_RenderThread call.

code: virtual void PreRenderView_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


code: void SetDisplayConfiguration ( const [FOpenColorIODisplayConfiguration](API\Plugins\OpenColorIO\FOpenColorIODisplayConfiguration) & InDisplayConfiguration )


description: Called on game thread when creating the view.

code: virtual void SetupView ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Called on game thread when creating the view family.

code: virtual void SetupViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: This will be called at the beginning of post processing to make sure that each view extension gets a chance to subscribe to an after pass event.

code: virtual void SubscribeToPostProcessingPass ( [EPostProcessingPass](API\Runtime\Engine\ISceneViewExtension\EPostProcessingPass) Pass, FAfterPassCallbackDelegateArray & InOutPassCallbacks, bool bIsPassEnabled )


code: FOpenColorIODisplayExtension ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) & AutoRegister, [FViewportClient](API\Runtime\Engine\FViewportClient) * AssociatedViewportClient )


className: FOpenColorIODisplayExtension

description: View extension applying an OCIO Display Look to the viewport we're attached to

code: class FOpenColorIODisplayExtension : public [FSceneViewExtensionBase](API\Runtime\Engine\FSceneViewExtensionBase), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


description: Will return the configuration associated to the desired viewport or create one if it's not tracked

code: [FOpenColorIODisplayConfiguration](API\Plugins\OpenColorIO\FOpenColorIODisplayConfiguration) & FindOrAddDisplayConfiguration ( [FViewportClient](API\Runtime\Engine\FViewportClient) * InViewportClient )


description: Returns the configuration for a given viewport if it was found, nullptr otherwise

code: const [FOpenColorIODisplayConfiguration](API\Plugins\OpenColorIO\FOpenColorIODisplayConfiguration) * GetDisplayConfiguration ( const [FViewportClient](API\Runtime\Engine\FViewportClient) * InViewportClient ) const


description: Whether or not InViewport has a display configuration linked to it

code: bool IsTrackingViewport ( const [FViewportClient](API\Runtime\Engine\FViewportClient) * InViewportClient ) const


description: Remove display configuration associated with this viewport

code: bool RemoveDisplayConfiguration ( const [FViewportClient](API\Runtime\Engine\FViewportClient) * InViewportClient )


className: FOpenColorIODisplayManager

code: class FOpenColorIODisplayManager : public [TSharedFromThis< FOpenColorIODisplayManager >](API\Runtime\Core\Templates\TSharedFromThis)

DisplayExtensions

type: TArray<TShared...

description: List of DisplayExtension created when a viewport is asked to be tracked.


description: Return true if the index and name have been set properly

code: bool IsValid() const


code: bool operator== ( const [FOpenColorIODisplayView](API\Plugins\OpenColorIO\FOpenColorIODisplayView) & Other ) const


code: bool operator!= ( const [FOpenColorIODisplayView](API\Plugins\OpenColorIO\FOpenColorIODisplayView) & Other ) const


description: Reset members to default/empty values.

code: void Reset()


description: Default constructor.

code: FOpenColorIODisplayView()


description: Create and initialize a new instance.

code: FOpenColorIODisplayView ( FStringView InDisplayName, FStringView InViewName )


className: FOpenColorIODisplayView


description: Deprecated* This class is deprecated and has been replaced by FOpenColorIOWrapperConfig class in the OpenColorIOWrapper module.

code: [FString](API\Runtime\Core\Containers\FString) GetColorSpaceFamilyName ( const TCHAR * InColorSpaceName ) const


code: [FString](API\Runtime\Core\Containers\FString) GetDisplayName ( int32 Index ) const


code: [FString](API\Runtime\Core\Containers\FString) GetColorSpaceName ( int32 Index ) const


code: int32 GetNumColorSpaces() const


code: int32 GetNumDisplays() const


code: int32 GetNumViews ( const TCHAR * InDisplayName ) const


code: [FString](API\Runtime\Core\Containers\FString) GetViewName ( const TCHAR * InDisplayName, int32 Index ) const


code: FOpenColorIOEditorConfigurationInspector ( const [UOpenColorIOConfiguration](API\Plugins\OpenColorIO\UOpenColorIOConfiguration) & InConfiguration )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static constexpr int CounterBase = __COUNTER__;


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FOpenColorIOInvalidPixelShader()


code: FOpenColorIOInvalidPixelShader ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FOpenColorIOInvalidPixelShader

code: class FOpenColorIOInvalidPixelShader : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FOpenColorIOInvalidShaderParameters](API\Plugins\OpenColorIO\FOpenColorIOInvalidShaderParamet-) & InContents, EUniformBufferUsage InUsage )


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdInputTextureSampler


code: FOpenColorIOInvalidShaderParameters()