description:
Get the owning connection used for communicating between client/server
NetConnection to the client or server for this actor

code: virtual [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GetNetConnection() const


description: Return the actor responsible for replication, if any. Typically the player controller

module: OnlineSubsystemUtils

code: virtual const [AActor](API\Runtime\Engine\GameFramework\AActor) * GetNetOwner() const


description: Notification of network error messages, allows a beacon to handle the failure

code: virtual void HandleNetworkFailure ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, [ENetworkFailure::Type](API\Runtime\NetCore\Net\Core\Connection\ENetworkFailure__Type) FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString )


description: Overridden to return that player controllers are capable of RPCs

code: virtual bool HasNetOwner() const


description: Common initialization for all beacon types

code: virtual bool InitBase()


description: Indicates whether this actor should participate in level bounds calculations

code: virtual bool IsLevelBoundsRelevant() const


description:
Checks to see if this actor is relevant for a specific network connection
bool - true if this actor is network relevant to the client associated with RealViewer

code: virtual bool IsNetRelevantFor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * RealViewer, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, const FVector & SrcLocation ) const


description:
Check if this actor is the owner when doing relevancy checks for actors marked bOnlyRelevantToOwner
bool - true if this actor should be considered the owner

code: virtual bool IsRelevancyOwnerFor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * ReplicatedActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorOwner, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ConnectionActor ) const


description: Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection

code: virtual void NotifyAcceptedConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description:
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc)
true if the channel should be opened, false if it should be rejected (destroying the channel)

code: virtual bool NotifyAcceptingChannel ( [UChannel](API\Runtime\Engine\Engine\UChannel) * Channel )


description:
Notification that an incoming connection is pending, giving the interface a chance to reject the request
EAcceptConnection indicating willingness to accept the connection at this time


description: Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage::Receive())

code: virtual void NotifyControlMessage ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, uint8 MessageType, [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


description: Allows for a specific response from the actor when the actor channel is opened (client side)

code: virtual void OnActorChannelOpen ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & InBunch, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Notification that failure needs to be handled

code: virtual void OnFailure()


description: should the beacon stop accepting requests

code: void PauseBeaconRequests ( bool bPause )


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


className: AOnlineBeacon

description: Base class for beacon communication (Unreal Networking, but outside normal gameplay traffic)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Transient, Config=Engine, NotPlaceable) class AOnlineBeacon : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify)

BeaconConnectionInitialTimeout

type: float

description: Time beacon will wait to establish a connection with the beacon host

BeaconConnectionTimeout

description: Time beacon will wait for packets after establishing a connection before giving up

BeaconState

description: State of beacon

HandleNetworkFailureDelegateHandle

type: FDelegateHandle

description: Handle to the registered HandleNetworkFailure delegate

NetDriver

type: TObjectPtr<UNe...

description: Net driver routing network traffic

NetDriverDefinitionName

type: FName

description: Name of definition to use when creating the net driver


description: Beacon cleanup and net driver destruction

code: virtual void DestroyBeacon()


description:
Called by DestroyActor(), gives actors a chance to op out of actor destruction Used by network code to have the net connection timeout/cleanup first
true if DestroyActor() should not continue with actor destruction, false otherwise


description:
Get the authentication ticket to send when the server requires auth.
AuthTicket value to send to server

code: virtual [FString](API\Runtime\Core\Containers\FString) GetAuthTicket ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PlayerId )


description:
Get the owner of this beacon actor, some host that is listening for connections (server side only, clients have no access)
owning host of this actor

code: [AOnlineBeaconHostObject](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconHostObject) * GetBeaconOwner() const


description:
Each beacon must have a unique type identifier
string representing the type of beacon


description:
Get the connection state Higher level than the net connection because of the handshaking of the actors
connection state of the beacon


description:
Get the login options to send the server during login. Typically this is expected to be in the format thatUGameplayStatics::ParseOptioncan parse, i.e. Key1=Value1?Key2=Value2?Key3=Value3
Login options value to send to server

code: virtual [FString](API\Runtime\Core\Containers\FString) GetLoginOptions ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PlayerId )


description:
Get the owning connection used for communicating between client/server
NetConnection to the client or server for this actor

code: virtual [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GetNetConnection() const


description: Return the actor responsible for replication, if any. Typically the player controller

code: virtual const [AActor](API\Runtime\Engine\GameFramework\AActor) * GetNetOwner() const


description:
Initialize the client beacon with connection endpoint Creates the net driver and attempts to connect with the destination
true if connection is being attempted, false otherwise

code: bool InitClient ( [FURL](API\Runtime\Engine\Engine\FURL) & URL )


description: A connection has been made and RPC/replication can begin

code: virtual void OnConnected()


description: Delegate triggered on failures to connect to a host beacon


description: Handles cleaning up the associated Actor when killing the connection

code: virtual void OnNetCleanup ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Send the packet for triggering the initial join

code: void SendInitialJoin()


description:
Set the owner of this beacon actor, some host that is listening for connections (server side only, clients have no access)
owning host of this actor

code: void SetBeaconOwner ( [AOnlineBeaconHostObject](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconHostObject) * InBeaconOwner )


description:
Set the connection state Higher level than the net connection because of the handshaking of the actors
connection state of the beacon

code: void SetConnectionState ( [EBeaconConnectionState](API\Plugins\OnlineSubsystemUtils\EBeaconConnectionState) NewConnectionState )


description: Sets the encryption data that will be used for server connections.

code: void SetEncryptionData ( const [FEncryptionData](API\Runtime\CoreUObject\UObject\FEncryptionData) & InEncryptionData )


description: Associate this beacon with a network connection

code: virtual void SetNetConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


description:
Get the unique id of the user on this connection (server side only)
unique id of the user on this connection

code: const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & GetUniqueId() const


description:
Used by the net connection to determine if a net owning actor should switch to using the shortened timeout value
true to switch from InitialConnectTimeout to ConnectionTimeout values on the net driver

code: virtual bool UseShortConnectTimeout() const


description: For backwards compatibility with newer engine encryption API

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


className: AOnlineBeaconClient

description: This is the actual actor that replicates across client/server and where all RPCs occur On the host, the life cycle is managed by anAOnlineBeaconHostObjectOn the client, the life cycle is managed by the game

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotPlaceable, Config=Engine) class AOnlineBeaconClient : public [AOnlineBeacon](API\Plugins\OnlineSubsystemUtils\AOnlineBeacon)

BeaconConnection

description: Network connection associated with this beacon client instance

BeaconOwner

type: TObjectPtr<AOn...

description: Owning beacon host of this beacon actor (server only)

ConnectionState

type: EBeaconConnecti...

description: State of the connection

HostConnectionFailure

type: FOnHostConnecti...

description: Delegate for host beacon connection failures

type: FTimerHandle

description: Handle for efficient management of OnFailure timer


description: Disconnect a given client from the host

code: void DisconnectClient ( [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * ClientActor )


description: Delegate executed when user authentication has completed.

code: typedef TBaseDelegate_OneParam< void, const [FOnlineError](API\Plugins\OnlineSubsystem\FOnlineError) & > FOnAuthenticationVerificationCompleteDelegate


className: FOnBeaconConnected

description: Delegate to route a connection event to the appropriate beacon host, by type

code: typedef TBaseDelegate_TwoParams< void, [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) *, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * > FOnBeaconConnected


className: FOnBeaconSpawned

description: Delegate to route a connection attempt to the appropriate beacon host, by type

code: typedef TBaseDelegate_OneParam< [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) *, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * > FOnBeaconSpawned


description:
Get a client beacon actor for a given connection
client beacon actor that owns the connection

code: virtual [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * GetClientActor ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


code: [FString](API\Runtime\Core\Containers\FString) GetDebugName ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description:
Get the host responsible for a given beacon type
BeaconHost for the given type or NULL if that type is not registered

code: [AOnlineBeaconHostObject](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconHostObject) * GetHost ( const [FString](API\Runtime\Core\Containers\FString) & BeaconType )


description:
Get the listen port for this beacon
beacon listen port

code: virtual int32 GetListenPort()


description: Notification of network error messages, allows a beacon to handle the failure

code: virtual void HandleNetworkFailure ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, [ENetworkFailure::Type](API\Runtime\NetCore\Net\Core\Connection\ENetworkFailure__Type) FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString )


description:
Initialize the host beacon on a specified port Creates the net driver and begins listening for connections
true if host was setup correctly, false otherwise

code: virtual bool InitHost()


description: Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage::Receive())

code: virtual void NotifyControlMessage ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, uint8 MessageType, [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


description: Event which must be signaled to complete an authentication verification request.

code: void OnAuthenticationVerificationComplete ( const class [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId, const [FOnlineError](API\Plugins\OnlineSubsystem\FOnlineError) & Error )


code: void OnAuthenticationVerificationComplete &40; UNetConnection &42; Connection, const FOnlineError & Error &41;


description: Handles cleaning up the associated Actor when killing the connection

code: virtual void OnNetCleanup ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Register a beacon host and its client actor factory

code: virtual void RegisterHost ( [AOnlineBeaconHostObject](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconHostObject) * NewHostObject )


description: Remove a client beacon actor from the list of active connections

code: virtual void RemoveClientActor ( [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * ClientActor )


description: Start verifying an authentication token for a connection. OnAuthenticationVerificationComplete must be called to complete authentication verification.

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


code: virtual bool StartVerifyAuthentication ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId, const [FString](API\Runtime\Core\Containers\FString) & AuthenticationToken, const [FOnAuthenticationVerificationCompleteDelegate](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconHost\FOnAuthenticatio-) & OnComplete )


code: virtual bool StartVerifyAuthentication ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId, const [FString](API\Runtime\Core\Containers\FString) & LoginOptions, const [FString](API\Runtime\Core\Containers\FString) & AuthenticationToken, const [FOnAuthenticationVerificationCompleteDelegate](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconHost\FOnAuthenticatio-) & OnComplete )


description: Unregister a beacon host, making future connections of a given type unresponsive

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


description: Verify user authentication once the beacon type is known.

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


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


className: AOnlineBeaconHost

description: TheAOnlineBeaconHostlistens for connections to route to a registeredAOnlineBeaconHostObjectTheAOnlineBeaconHostObjectis responsible for spawning the server version of theAOnlineBeaconClientTheAOnlineBeaconHostpairs the two client actors, verifies the validity of the exchange, and accepts/continues the connection

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotPlaceable, Config=Engine) class AOnlineBeaconHost : public [AOnlineBeacon](API\Plugins\OnlineSubsystemUtils\AOnlineBeacon)

bAuthRequired

type: bool

description: Set this to true if you require clients to negotiate auth prior to joining the beacon

bReuseAddressAndPort

description: Whether to configure the listening socket to allow reuse of the address and port.

ListenPort

description: Configured listen port for this beacon host


description: Disconnect a given client from the host

code: virtual void DisconnectClient ( [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * ClientActor )


description: Get the state of the beacon (accepting/rejecting connections)


description: Get the type of beacon supported by this host

code: const [FString](API\Runtime\Core\Containers\FString) & GetBeaconType() const


description: Simple accessor for client beacon actor class


description: the name of the net driver associated with this object


description: the number of connections currently with this beacon host

code: int32 GetNumClientActors() const


description: Notification that a client has been disconnected from the host in some way (timeout, client initiated, etc)

code: virtual void NotifyClientDisconnected ( [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * LeavingClientActor )


description: Delegate triggered when a new client connection is made

code: virtual void OnClientConnected ( [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * NewClientActor, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * ClientConnection )


description:
Each beacon host must be able to spawn the appropriate client beacon actor to communicate with the initiating client
new client beacon actor that this beacon host knows how to communicate with

code: virtual [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * SpawnBeaconActor ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * ClientConnection )


description: Called when this class is unregistered by the beacon host Do any necessary cleanup.

code: virtual void Unregister()


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


className: AOnlineBeaconHostObject

description: Bydefining a beacon type and implementing the ability to spawn unique AOnlineBeaconClients, any two instances of the engine can communicate with each other without officially connecting through normal Unreal networking

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

BeaconTypeName

type: FString

description: Custom name for this beacon

ClientActors

type: TArray<TObject...

description: List of all client beacon actors with active connections

ClientBeaconActorClass

type: TSubclassOf<AO...

description: Class reference for spawning client beacon actor


description: Cancel an existing request to the remote host to revoke allocated space on the server. Note this request is async.

code: virtual void CancelReservation()


description: Clear out all the timer handles listed above

code: void ClearTimers ( bool bCallFailSafeIfNeeded )


description: Response from the host session after making a cancellation request

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientCancelReservationResponse ( [EPartyReservationResult::Type](API\Plugins\OnlineSubsystemUtils\EPartyReservationResult__Type) ReservationResponse )


description: Response from the host session after making a reservation request

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientReservationResponse ( [EPartyReservationResult::Type](API\Plugins\OnlineSubsystemUtils\EPartyReservationResult__Type) ReservationResponse )


description: Response from the host session that the reservation is full

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientSendReservationFull()


description: Response from the host session that the reservation count has changed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientSendReservationUpdates ( int32 NumRemainingReservations )


description: the pending reservation associated with this beacon client

code: const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & GetPendingReservation() const


description:
Trigger the given delegate at a later time
handle in the timer system for this entry

code: [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) DelayResponse ( FTimerDelegate & Delegate, float Delay )


description: Delegate triggered when a cancel reservation request is complete

code: void OnCancelledComplete()


description: Delegate triggered if the client doesn't hear from the server in time

code: void OnCancelledFailsafe()


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: A connection has been made and RPC/replication can begin

code: virtual void OnConnected()


description: Notification that failure needs to be handled

code: virtual void OnFailure()


description: Delegate triggered when the host indicated a reservation count has changed


description: Delegate triggered when the host indicated the reservation is full


description:
Delegate triggered when a response from the party beacon host has been received
delegate to handle response from the server


description: Process a response to our CancelReservation request to the server

code: void ProcessCancelReservationResponse ( [EPartyReservationResult::Type](API\Plugins\OnlineSubsystemUtils\EPartyReservationResult__Type) ReservationResponse )


description: Process a response from the server that the reservation beacon is full

code: void ProcessReservationFull()


description: Process a response to our RequestReservation request to the server

code: void ProcessReservationResponse ( [EPartyReservationResult::Type](API\Plugins\OnlineSubsystemUtils\EPartyReservationResult__Type) ReservationResponse )


description: Process a response from the server with an update to the number of consumed reservations

code: void ProcessReservationUpdate ( int32 NumRemainingReservations )


description:
Sends a request to the remote host. If there is an existing reservation it will update it in the host's session. Otherwise it will allow the specified members to reserve space in the host's session. Note this request is async.
true if the request able to be sent, false if it failed to send

code: virtual bool RequestAddOrUpdateReservation ( const [FString](API\Runtime\Core\Containers\FString) & ConnectInfoStr, const [FString](API\Runtime\Core\Containers\FString) & InSessionId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & RequestingPartyLeader, const [TArray](API\Runtime\Core\Containers\TArray)< [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) > & PartyMembers )


description:
Sends a request to the remote host to allow the specified members to reserve space in the host's session. Note this request is async.
true if the request able to be sent, false if it failed to send

code: virtual bool RequestReservation ( const [FOnlineSessionSearchResult](API\Plugins\OnlineSubsystem\FOnlineSessionSearchResult) & DesiredHost, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & RequestingPartyLeader, const [TArray](API\Runtime\Core\Containers\TArray)< [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) > & PartyMembers )


code: virtual bool RequestReservation ( const [FString](API\Runtime\Core\Containers\FString) & ConnectInfoStr, const [FString](API\Runtime\Core\Containers\FString) & InSessionId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & RequestingPartyLeader, const [TArray](API\Runtime\Core\Containers\TArray)< [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) > & PartyMembers )


description:
** This version is for existing / established connections only, it will not actually attempt a connection **
true if the request able to be sent, false if it failed to send

code: virtual bool RequestReservationUpdate ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & RequestingPartyLeader, const [TArray](API\Runtime\Core\Containers\TArray)< [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) > & PlayersToAdd, bool bRemovePlayers )


description:
Sends an update request to the remote host to append additional members to an existing party in the host's session. Note this request is async.
true if the request able to be sent, false if it failed to send

code: virtual bool RequestReservationUpdate ( const [FOnlineSessionSearchResult](API\Plugins\OnlineSubsystem\FOnlineSessionSearchResult) & DesiredHost, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & RequestingPartyLeader, const [TArray](API\Runtime\Core\Containers\TArray)< [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) > & PlayersToAdd, bool bRemovePlayers )


code: virtual bool RequestReservationUpdate ( const [FString](API\Runtime\Core\Containers\FString) & ConnectInfoStr, const [FString](API\Runtime\Core\Containers\FString) & InSessionId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & RequestingPartyLeader, const [TArray](API\Runtime\Core\Containers\TArray)< [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) > & PlayersToAdd, bool bRemovePlayers )


description: Tell the server about the reservation add or update request being made

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerAddOrUpdateReservationRequest ( const [FString](API\Runtime\Core\Containers\FString) & SessionId, const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & Reservation )


description: Tell the server to cancel a pending or existing reservation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerCancelReservationRequest ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyLeader )


description: Tell the server that we are removing members from our reservation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerRemoveMemberFromReservationRequest ( const [FString](API\Runtime\Core\Containers\FString) & SessionId, const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationUpdate )


description: Tell the server about the reservation request being made

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerReservationRequest ( const [FString](API\Runtime\Core\Containers\FString) & SessionId, const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & Reservation )


description: Tell the server about the reservation update request being made

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerUpdateReservationRequest ( const [FString](API\Runtime\Core\Containers\FString) & SessionId, const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationUpdate )


className: APartyBeaconClient

description: A beacon client used for making reservations with an existing game session

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotPlaceable, Config=Engine) class APartyBeaconClient : public [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient)

bCancelReservation

description: Has the reservation request been canceled

bPendingReservationSent

description: Has the reservation request been delivered

CancelRPCFailsafe

description: Timer to trigger a cancel reservation request if the server doesn't respond in time

DestSessionId

description: Session Id of the destination host

PendingReservation

type: FPartyReservati...

description: Pending reservation that will be sent upon connection with the intended host

PendingResponseTimerHandle

description: Timers for delaying various responses (debug)

RequestType

type: EClientRequestT...

description: Type of request currently being handled by this client beacon

ReservationCountUpdate

type: FOnReservationC...

description: Delegate for reservation count updates

ReservationFull

type: FOnReservationF...

description: Delegate for reservation full

ReservationRequestComplete

type: FOnReservationR...

description: Delegate for reservation request responses


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


description:
Attempts to add a party reservation to the beacon
add attempt result

code: virtual [EPartyReservationResult::Type](API\Plugins\OnlineSubsystemUtils\EPartyReservationResult__Type) AddPartyReservation ( const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationRequest )


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:
Does the session match the one associated with this beacon
true if the session matches, false otherwise

code: bool DoesSessionMatch ( const [FString](API\Runtime\Core\Containers\FString) & SessionId ) const


description: Output current state of reservations to log

code: virtual void DumpReservations() 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 players per team

code: virtual int32 GetMaxPlayersPerTeam() const


description:
Get the maximum number of reservations allowed inside the beacon
The maximum number of reservations allowed inside the beacon

code: virtual int32 GetMaxReservations() const


description:
Get the number of reservations actually used/consumed across all parties inside the beacon
the number of actually used reservations across all parties inside the beacon

code: virtual int32 GetNumConsumedReservations() const


description:
Get the number of players on a team across all existing reservations
number of players on the given team

code: int32 GetNumPlayersOnTeam ( int32 TeamIdx ) const


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

code: int32 GetNumTeams() const


description: the class of the state object inside this beacon

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UPartyBeaconState](API\Plugins\OnlineSubsystemUtils\UPartyBeaconState) > GetPartyBeaconHostClass() 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: 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:
Get the current reservation count inside the beacon NOTE: This isNOTthe same as the number of consumed reservations across all parties, just the total number of reservations!
number of reservations inside the beacon (NOTnumber 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: reference to the state of the PartyBeacon

code: [UPartyBeaconState](API\Plugins\OnlineSubsystemUtils\UPartyBeaconState) * GetState() const


description:
Finds the current team assignment of the given player net id. Looks at the reservation entries to find the player.
index of team assignment for the given player, INDEX_NONE if not found

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


description: Notify the beacon of a player logout

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


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

code: virtual bool HasCrossplayOptOutReservation() const


description:
Initialize the party host beacon from a previous state/configuration all existing reservations and configuration values are preserved
true if successful created, false otherwise

code: virtual bool InitFromBeaconState ( [UPartyBeaconState](API\Plugins\OnlineSubsystemUtils\UPartyBeaconState) * PrevState )


description:
Initialize the party host beacon
true if successful created, false otherwise

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


description: Handle a newly added player

code: void NewPlayerAdded ( const [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) & NewPlayer )


description: Do party members require validation strings.

code: bool IsValidationStrRequired() const


code: void NotifyReservationEventNextFrame ( [FOnReservationUpdate](API\Plugins\OnlineSubsystemUtils\FOnReservationUpdate) & ReservationEvent )


description: Delegate fired when a the beacon host cancels a reservation


description: Delegate fired when a the beacon detects a duplicate reservation


description: Delegate fired when the beacon host adds a new player


description: Delegate fired when a the beacon host detects a reservation addition/removal


description: Delegate fired when a the beacon host detects that all reservations are full


description: Delegate called when the beacon gets any request, allowing the owner to validate players at a higher level (bans,etc)


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: Handle a newly removed player

code: void PlayerRemoved ( const [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) & RemovedPlayer )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Handle a reservation cancellation request received from an incoming client

code: virtual void ProcessCancelReservationRequest ( [APartyBeaconClient](API\Plugins\OnlineSubsystemUtils\APartyBeaconClient) * Client, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyLeader )


description: Handle a reservation add or update request depending on reservation existance received from an incoming client

code: virtual void ProcessReservationAddOrUpdateRequest ( [APartyBeaconClient](API\Plugins\OnlineSubsystemUtils\APartyBeaconClient) * Client, const [FString](API\Runtime\Core\Containers\FString) & SessionId, const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationRequest )


description: Handle a reservation request received from an incoming client

code: virtual void ProcessReservationRequest ( [APartyBeaconClient](API\Plugins\OnlineSubsystemUtils\APartyBeaconClient) * Client, const [FString](API\Runtime\Core\Containers\FString) & SessionId, const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationRequest )


description: Handle a reservation update request received from an incoming client

code: virtual void ProcessReservationUpdateRequest ( [APartyBeaconClient](API\Plugins\OnlineSubsystemUtils\APartyBeaconClient) * Client, const [FString](API\Runtime\Core\Containers\FString) & SessionId, const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationUpdateRequest, bool bIsRemovingMember )


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: Attempts to remove a party reservation from the beacon

code: virtual [EPartyReservationResult::Type](API\Plugins\OnlineSubsystemUtils\EPartyReservationResult__Type) RemovePartyReservation ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PartyLeader )


description: Update clients with current reservation information

code: void SendReservationUpdates()


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:
Competitive integrity represents how "fair" we need to keep the game. So no friends on other teams, no cross team chat, etc.
Whether or not we should respect competitive integrity

code: virtual bool ShouldRespectCompetitiveIntegrity() const


description:
Swap the parties between teams, parties must be of same size
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: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


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 )


description:
Updates an existing party reservation on the beacon An existing reservation for this party leader must already exist
update attempt result

code: virtual [EPartyReservationResult::Type](API\Plugins\OnlineSubsystemUtils\EPartyReservationResult__Type) UpdatePartyReservation ( const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & ReservationUpdateRequest, bool bIsRemovingMembers )


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


className: APartyBeaconHost

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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotPlaceable, Config=Engine) class APartyBeaconHost : public [AOnlineBeaconHostObject](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconHostObject)

bIsValidationStrRequired

description: Do party members require validation strings.

bLogoutOnSessionTimeout

description: Do the timeouts below cause a player to be removed from the reservation list

CancelationReceived

type: FOnCancelationR...

description: Delegate fired when the beacon indicates a reservation cancellation

DuplicateReservation

type: FOnDuplicateRes...

description: Delegate fired when the beacon detects a duplicate reservation

NewPlayerAddedDelegate

type: FOnNewPlayerAdd...

description: Delegate fired when reservation has been added

ReservationChanged

type: FOnReservationU...

description: Delegate fired when the beacon indicates a reservation add/remove

ReservationsFull

description: Delegate fired when the beacon indicates all reservations are taken

SessionTimeoutSecs

type: float

State

type: TObjectPtr<UPa...

description: State of the beacon

TravelSessionTimeoutSecs

description: Seconds that can elapse before a reservation is removed due to player not being registered with the session during a travel

ValidatePlayers

type: FOnValidatePlay...

description: Delegate fired when asking the beacon owner if this reservation is legit


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: Clear out all the timer handles listed above

code: void ClearTimers ( bool bCallFailSafeIfNeeded )


description: Cancel an existing request to the remote host to revoke allocated space on the server. Note this request is async.

code: virtual void CancelReservation()


description: Response from the host session after making a cancellation request

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientCancelReservationResponse ( [ESpectatorReservationResult::Type](API\Plugins\OnlineSubsystemUtils\ESpectatorReservationResult__Typ-) ReservationResponse )


description: Response from the host session after making a reservation request

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientReservationResponse ( [ESpectatorReservationResult::Type](API\Plugins\OnlineSubsystemUtils\ESpectatorReservationResult__Typ-) ReservationResponse )


description: Response from the host session that the reservation count has changed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientSendReservationUpdates ( int32 NumRemainingReservations )


description: Response from the host session that the reservation is full

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientSendReservationFull()


description:
Trigger the given delegate at a later time
handle in the timer system for this entry

code: [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) DelayResponse ( FTimerDelegate & Delegate, float Delay )


description: the pending reservation associated with this beacon client

code: const [FSpectatorReservation](API\Plugins\OnlineSubsystemUtils\FSpectatorReservation) & GetPendingReservation() const


description: Delegate triggered when a cancel reservation request is complete

code: void OnCancelledComplete()


description: Delegate triggered if the client doesn't hear from the server in time

code: void OnCancelledFailsafe()


description: A connection has been made and RPC/replication can begin

code: virtual void OnConnected()


description: Notification that failure needs to be handled

code: virtual void OnFailure()


description: Delegate triggered when the host indicated the reservation is full


description: Delegate triggered when the host indicated a reservation count has changed


description:
Delegate triggered when a response from the spectator beacon host has been received
delegate to handle response from the server


description: Process a response to our CancelReservation request to the server

code: void ProcessCancelReservationResponse ( [ESpectatorReservationResult::Type](API\Plugins\OnlineSubsystemUtils\ESpectatorReservationResult__Typ-) ReservationResponse )


description: Process a response to our RequestReservation request to the server

code: void ProcessReservationResponse ( [ESpectatorReservationResult::Type](API\Plugins\OnlineSubsystemUtils\ESpectatorReservationResult__Typ-) ReservationResponse )


description: Process a response from the server that the reservation beacon is full

code: void ProcessReservationFull()


description: Process a response from the server with an update to the number of consumed reservations

code: void ProcessReservationUpdate ( int32 NumRemainingReservations )


description:
Sends a request to the remote host to allow the specified members to reserve space in the host's session. Note this request is async.
true if the request able to be sent, false if it failed to send

code: virtual bool RequestReservation ( const [FOnlineSessionSearchResult](API\Plugins\OnlineSubsystem\FOnlineSessionSearchResult) & DesiredHost, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & RequestingSpectator, const [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) & Reservation )


code: virtual bool RequestReservation ( const [FString](API\Runtime\Core\Containers\FString) & ConnectInfoStr, const [FString](API\Runtime\Core\Containers\FString) & InSessionId, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & RequestingSpectator, const [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) & Reservation )


description: Tell the server to cancel a pending or existing reservation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerCancelReservationRequest ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & Spectator )


description: Tell the server about the reservation request being made

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerReservationRequest ( const [FString](API\Runtime\Core\Containers\FString) & SessionId, const [FSpectatorReservation](API\Plugins\OnlineSubsystemUtils\FSpectatorReservation) & Reservation )


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


className: ASpectatorBeaconClient

description: A beacon client used for making reservations with an existing game session

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotPlaceable, Config=Engine) class ASpectatorBeaconClient : public [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient)

bCancelReservation

description: Has the reservation request been canceled

bPendingReservationSent

description: Has the reservation request been delivered

CancelRPCFailsafe

type: FTimerHandle

description: Timer to trigger a cancel reservation request if the server doesn't respond in time

DestSessionId

description: Session Id of the destination host

PendingReservation

type: FSpectatorReser...

description: Pending reservation that will be sent upon connection with the intended host

PendingResponseTimerHandle

description: Timers for delaying various responses (debug)

RequestType

type: ESpectatorClien...

description: Type of request currently being handled by this client beacon

ReservationCountUpdate

description: Delegate for reservation count updates

ReservationFull

description: Delegate for reservation full

ReservationRequestComplete

type: FOnSpectatorRes...

description: Delegate for reservation request responses


description:
Attempts to add a spectator reservation to the beacon
add attempt result

code: virtual [ESpectatorReservationResult::Type](API\Plugins\OnlineSubsystemUtils\ESpectatorReservationResult__Typ-) AddSpectatorReservation ( const [FSpectatorReservation](API\Plugins\OnlineSubsystemUtils\FSpectatorReservation) & ReservationRequest )


description:
Does the session match the one associated with this beacon
true if the session matches, false otherwise

code: bool DoesSessionMatch ( const [FString](API\Runtime\Core\Containers\FString) & SessionId ) const


description: Output current state of reservations to log

code: virtual void DumpReservations() const


description:
Get the maximum number of reservations allowed inside the beacon
The maximum number of reservations allowed inside the beacon

code: virtual int32 GetMaxReservations() const


description:
Get the number of reservations actually used/consumed across all parties inside the beacon
the number of actually used reservations across all parties inside the beacon

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:
Get the current reservation count inside the beacon NOTE: This isNOTthe same as the number of consumed reservations across all parties, just the total number of reservations!
number of reservations inside the beacon (NOTnumber of consumed reservations)

code: virtual int32 GetReservationCount() const


description: the class of the state object inside this beacon

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USpectatorBeaconState](API\Plugins\OnlineSubsystemUtils\USpectatorBeaconState) > GetSpectatorBeaconHostClass() const


description: reference to the state of the SpectatorBeacon

code: [USpectatorBeaconState](API\Plugins\OnlineSubsystemUtils\USpectatorBeaconState) * GetState() const


description: Notify the beacon of a player logout

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


description:
Initialize the spectator host beacon from a previous state/configuration all existing reservations and configuration values are preserved
true if successful created, false otherwise

code: virtual bool InitFromBeaconState ( [USpectatorBeaconState](API\Plugins\OnlineSubsystemUtils\USpectatorBeaconState) * PrevState )


description:
Initialize the spectator host beacon
true if successful created, false otherwise

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


description: Handle a newly added player

code: void NewPlayerAdded ( const [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) & NewPlayer )


code: void NotifyReservationEventNextFrame ( [FOnReservationUpdate](API\Plugins\OnlineSubsystemUtils\FOnReservationUpdate) & ReservationEvent )


description: Delegate fired when a the beacon host cancels a reservation


description: Delegate fired when a the beacon detects a duplicate reservation


description: Delegate fired when the beacon host adds a new player


description: Delegate fired when a the beacon host detects that all reservations are full


description: Crossplay Delegate fired when a the beacon host detects a reservation addition/removal


description: Delegate called when the beacon gets any request, allowing the owner to validate players at a higher level (bans,etc)


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: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Handle a reservation cancellation request received from an incoming client

code: virtual void ProcessCancelReservationRequest ( [ASpectatorBeaconClient](API\Plugins\OnlineSubsystemUtils\ASpectatorBeaconClient) * Client, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & Spectator )


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: Handle a reservation request received from an incoming client

code: virtual void ProcessReservationRequest ( [ASpectatorBeaconClient](API\Plugins\OnlineSubsystemUtils\ASpectatorBeaconClient) * Client, const [FString](API\Runtime\Core\Containers\FString) & SessionId, const [FSpectatorReservation](API\Plugins\OnlineSubsystemUtils\FSpectatorReservation) & ReservationRequest )


description: Attempts to remove a spectator reservation from the beacon

code: virtual [ESpectatorReservationResult::Type](API\Plugins\OnlineSubsystemUtils\ESpectatorReservationResult__Typ-) RemoveSpectatorReservation ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & Spectator )


description: Update clients with current reservation information

code: void SendReservationUpdates()


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


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


className: ASpectatorBeaconHost

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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotPlaceable, Config=Engine) class ASpectatorBeaconHost : public [AOnlineBeaconHostObject](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconHostObject)

bIsValidationStrRequired

type: bool

description: Do spectators require validation strings.

bLogoutOnSessionTimeout

description: Do the timeouts below cause a player to be removed from the reservation list

CancelationReceived

description: Delegate fired when the beacon indicates a reservation cancellation

DuplicateReservation

type: FOnSpectatorDup...

description: Delegate fired when the beacon detects a duplicate reservation

NewPlayerAddedDelegate

description: Delegate fired when reservation has been added

ReservationChanged

description: Delegate fired when the beacon indicates a reservation add/remove

ReservationsFull

description: Delegate fired when the beacon indicates all reservations are taken

State

type: TObjectPtr<USp...

description: State of the beacon

TravelSessionTimeoutSecs

description: Seconds that can elapse before a reservation is removed due to player not being registered with the session during a travel

ValidatePlayers

type: FOnSpectatorVal...

description: Delegate fired when asking the beacon owner if this reservation is legit


description: Send a ping RPC to the client

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) virtual void ClientPing()


description: Notification that failure needs to be handled

code: virtual void OnFailure()


description: Send a pong RPC to the host

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) virtual void ServerPong()


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


className: ATestBeaconClient

description: A beacon client used for making reservations with an existing game session

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotPlaceable, Config=Engine) class ATestBeaconClient : public [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient)


description: Delegate triggered when a new client connection is made

code: virtual void OnClientConnected ( class [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * NewClientActor, class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * ClientConnection )


description:
Each beacon host must be able to spawn the appropriate client beacon actor to communicate with the initiating client
new client beacon actor that this beacon host knows how to communicate with

code: virtual [AOnlineBeaconClient](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconClient) * SpawnBeaconActor ( class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * ClientConnection )


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


className: ATestBeaconHost

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, NotPlaceable, Config=Engine) class ATestBeaconHost : public [AOnlineBeaconHostObject](API\Plugins\OnlineSubsystemUtils\AOnlineBeaconHostObject)


className: EBeaconConnectionState

description: State of a connection.

code: enum EBeaconConnectionState { Invalid = 0, Closed = 1, Pending = 2, Open = 3, }


description: States that a beacon can be in

code: namespace EBeaconState { enum Type { AllowRequests, DenyRequests, } }


className: EClientRequestType

description: Types of reservation requests that can be made by this beacon

code: enum EClientRequestType { NonePending, ExistingSessionReservation, ReservationUpdate, EmptyServerReservation, Reconnect, Abandon, ReservationRemoveMembers, AddOrUpdateReservation, }


className: EInAppPurchaseStatus

description: State of a purchase transaction

code: enum EInAppPurchaseStatus { Invalid = 0, Failed, Deferred, Canceled, Purchased, Restored, }


className: EOnlineProxyStoreOfferDiscountType

code: enum EOnlineProxyStoreOfferDiscountType { NotOnSale = 0, Percentage, DiscountAmount, PayAmount, }


code: namespace EPartyReservationResult { [FText](API\Runtime\Core\Internationalization\FText) EPartyReservationResult::GetDisplayString ( [EPartyReservationResult::Type](API\Plugins\OnlineSubsystemUtils\EPartyReservationResult__Type) Response ) }


description: the stringified version of the enum passed in

code: namespace EPartyReservationResult { const TCHAR * EPartyReservationResult::ToString ( [EPartyReservationResult::Type](API\Plugins\OnlineSubsystemUtils\EPartyReservationResult__Type) SessionType ) }


description: The result code that will be returned during party reservation

code: namespace EPartyReservationResult { enum Type { NoResult, RequestPending, GeneralError, PartyLimitReached, IncorrectPlayerCount, RequestTimedOut, ReservationDuplicate, ReservationNotFound, ReservationAccepted, ReservationDenied, ReservationDenied_CrossPlayRestriction, ReservationDenied_Banned, ReservationRequestCanceled, ReservationInvalid, BadSessionId, ReservationDenied_ContainsExistingPlayers, } }


className: ESpectatorClientRequestType

code: enum ESpectatorClientRequestType { NonePending, ExistingSessionReservation, ReservationUpdate, EmptyServerReservation, Reconnect, Abandon, }


code: namespace ESpectatorReservationResult { [FText](API\Runtime\Core\Internationalization\FText) ESpectatorReservationResult::GetDisplayString ( [ESpectatorReservationResult::Type](API\Plugins\OnlineSubsystemUtils\ESpectatorReservationResult__Typ-) Response ) }


code: namespace ESpectatorReservationResult { const TCHAR * ESpectatorReservationResult::ToString ( [ESpectatorReservationResult::Type](API\Plugins\OnlineSubsystemUtils\ESpectatorReservationResult__Typ-) SessionType ) }


description: The result code that will be returned during spectator reservation

code: namespace ESpectatorReservationResult { enum Type { NoResult, RequestPending, GeneralError, SpectatorLimitReached, IncorrectPlayerCount, RequestTimedOut, ReservationDuplicate, ReservationNotFound, ReservationAccepted, ReservationDenied, ReservationDenied_CrossPlayRestriction, ReservationDenied_Banned, ReservationRequestCanceled, ReservationInvalid, BadSessionId, ReservationDenied_ContainsExistingPlayers, } }


className: EVoipStreamDataFormat

code: enum EVoipStreamDataFormat { Float, Int16, Unknown, }


className: FAchievementWriteDelegate

code: class FAchievementWriteDelegate


className: FBlueprintFindSessionsResultDelegate


className: FBlueprintSessionResult

OnlineResult

type: FOnlineSessionS...


description: This is triggered once a match has been successfully found.

code: virtual void OnMatchFound ( [FTurnBasedMatchRef](API\Plugins\OnlineSubsystem\Interfaces\FTurnBasedMatchRef) Match )


description: This is triggered if the player cancelled the matchmaking process.

code: virtual void OnMatchmakerCancelled()


description: This is triggered if matchmaking failed for any reason.

code: virtual void OnMatchmakerFailed()


code: void SetFindTurnBasedMatchCallbackProxy ( [UFindTurnBasedMatchCallbackProxy](API\Plugins\OnlineSubsystemUtils\UFindTurnBasedMatchCallbackProxy) * InFindTurnBasedMatchCallbackProxy )


code: void SetTurnBasedInterface ( [IOnlineTurnBasedPtr](API\Plugins\OnlineSubsystem\IOnlineTurnBasedPtr) InTurnBasedInterface )


code: class FFindTurnBasedMatchCallbackProxyMatchmakerDelegate : public [FTurnBasedMatchmakerDelegate](API\Plugins\OnlineSubsystem\Interfaces\FTurnBasedMatchmakerDelegate), public [TSharedFromThis< FTurnBasedMatchmakerDelegate >](API\Runtime\Core\Templates\TSharedFromThis)


description: Micro-transaction purchase information

CurrencyCode

type: FString

description: The localized currency code of the price.

CurrencySymbol

description: The localized currency symbol of the price.

DecimalSeparator

description: The localized decimal separator used in the price.

DisplayDescription

description: The localized display description name.

DisplayName

description: The localized display name.

DisplayPrice

description: The localized display price name.

DynamicFields

type: TMap<FString, ...

description: Dynamic fields from raw Json data.

GroupingSeparator

description: The localized grouping separator of the price.

Identifier

description: The unique product identifier.

RawPrice

description: Raw price without currency code and symbol.

ReceiptData

description: Opaque receipt data for the transaction.

TransactionIdentifier

description: The unique transaction identifier


description: Micro-transaction request information

bIsConsumable

description: Flag to determine whether this is a consumable purchase, or not.

ProductIdentifier

description: The unique product identifier that matches the one from your targeted store.


code: class FInAppPurchaseQuery2Result


description: Micro-transaction purchase information

ItemId

description: The unique product identifier.

ItemName

description: The item name.

TransactionIdentifier

description: The unique transaction identifier

ValidationInfo

description: The purchase validation information


description: Micro-transaction purchase information

ItemId

description: The unique product identifier.

ItemName

description: The item name.

description: The unique transaction identifier


code: class FInAppPurchaseRestoreResult2


code: class FInAppPurchaseResult2


className: FLeaderboardQueryResult

code: class FLeaderboardQueryResult


className: FLocalVoiceData

description: Container for unprocessed voice data

code: struct FLocalVoiceData

LocalVoiceOutput

description: Output for a local talker.

VoiceRemainder

type: TArray< uint8 >

description: Voice sample data not encoded last time

VoiceRemainderSize

description: Amount of voice data not encoded last time


className: FOnCancelationReceived

description: Delegate fired when a the beacon host has been told to cancel a reservation

code: typedef TBaseDelegate_OneParam< void, const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & > FOnCancelationReceived


className: FOnDuplicateReservation

description: Delegate fired when a the beacon host detects a duplicate reservation

code: typedef TBaseDelegate_OneParam< void, const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & > FOnDuplicateReservation


className: FOnLeaderboardFlushed

code: class FOnLeaderboardFlushed


className: FOnHostConnectionFailure

description: Delegate triggered on failures to connect to a host beacon

code: typedef TBaseDelegate_NoParams< void > FOnHostConnectionFailure


className: FOnlineConnectionResult

code: class FOnlineConnectionResult


className: FOnlineLogoutResult

code: class FOnlineLogoutResult


className: FOnlineProxyInAppCheckoutResult

code: class FOnlineProxyInAppCheckoutResult


className: FOnlineProxyInAppReceiptsResult

code: class FOnlineProxyInAppReceiptsResult


className: FOnlineProxyStoreOffer

description: Offer entry for display from online store

CurrencyCode

description: Price currency code

Description

type: FText

description: Short description for display

DiscountType

type: EOnlineProxySto...

description: Type of discount currently running on this offer (if any)

ExpirationDate

type: FDateTime

description: Date this information is no longer valid (maybe due to sale ending, etc)

LongDescription

description: Full description for display

NumericPrice

description: Final-Price (Post-Sales/Discounts) in numeric form for comparison/sorting

OfferId

description: Unique offer identifier

PriceText

description: Final-Pricing (Post-Sales/Discounts) as text for display

RegularPrice

description: Regular non-sale price in numeric form for comparison/sorting

RegularPriceText

description: Regular non-sale price as text for display

ReleaseDate

description: Date the offer was released

Title

description: Title for display


description: the singleton utility interface


className: FOnlineShowLoginUIResult

code: class FOnlineShowLoginUIResult


description: the singleton utility interface

code: [IOnlineSubsystemUtils](API\Plugins\OnlineSubsystemUtils\IOnlineSubsystemUtils) * GetUtils() const


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


description:
Override this to set whether your module is allowed to be unloaded on the fly
Whether the module supports shutdown separate from the rest of the engine.

code: virtual bool SupportsDynamicReloading()


code: FOnlineSubsystemUtilsModule()


code: virtual ~FOnlineSubsystemUtilsModule()


className: FOnlineSubsystemUtilsModule

description: Online subsystem utils module class Misc functionality where dependency on the engine code is allowed (OnlineSubsystem is not allowed to require engine dependencies)

code: class FOnlineSubsystemUtilsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: FOnlineTurnBasedMatchResult

code: class FOnlineTurnBasedMatchResult


description: Clears all voice packets currently queued for send

code: virtual void ClearVoicePackets()


description: When called, disconnects all additional audio endpoints we patched to usingPatchRemoteTalkerOutputToEndpoint().

code: virtual void DisconnectAllEndpoints()


description:
This returns the current amplitude of a given player's incoming audio.
-1.0 if the PlayerId was not found or if this isn't supported with the current Voice Interface, and a value from 0.0 to 1.0 otherwise.

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


description:
Finds a remote talker in the cached list
pointer to the remote talker or NULL if not found

code: virtual [FRemoteTalker](API\Plugins\OnlineSubsystem\Interfaces\FRemoteTalker) * FindRemoteTalker ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UniqueId )


description: Get the local voice packet intended for send

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FVoicePacket](API\Runtime\Engine\Net\FVoicePacket) > GetLocalPacket ( uint32 LocalUserNum )


description:
This can be used to get arbitrarily tap outgoing microphone audio from local players to use elsewhere in your application. for information on usage, see MultithreadedPatching.h.
nullptr if the VoiceEngine implementation being used does not support tapping audio output from the microphone.


description: total number of local talkers on this system

code: virtual int32 GetNumLocalTalkers()


description:
This can be used to get arbitrarily tap incoming VOIP audio from remote players to use elsewhere in your application. for information on usage, see MultithreadedPatching.h.
nullptr if the VoiceEngine implementation being used does not support tapping incoming audio.


description: Get information about the voice state for display

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


description: IOnlineVoice.

code: virtual bool Init()


description:
Checks whether a local user index has a headset present or not
true if there is a headset, false otherwise

code: virtual bool IsHeadsetPresent ( uint32 LocalUserNum )


description:
Is a given id presently muted (either by system mute or game server)
true if the net id is muted at all, false otherwise

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


description:
Determines whether a local user index is currently talking or not
true if the user is talking, false otherwise

code: virtual bool IsLocalPlayerTalking ( uint32 LocalUserNum )


description:
Checks that a unique player id is on the specified user's mute list
true if the specified user is muted, false otherwise

code: virtual bool IsMuted ( uint32 LocalUserNum, const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UniqueId ) const


description:
Determines whether a remote talker is currently talking or not
true if the user is talking, false otherwise

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


description:
Does a given id exist in the system wide mute list
true if the net id is on the system wide mute list, false otherwise

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


description:
Mutes a remote talker for the specified local player. NOTE: This only mutes them in the game unless the bIsSystemWide flag is true, which attempts to mute them globally
true if the function succeeds, false otherwise

code: virtual bool MuteRemoteTalker ( uint8 LocalUserNum, const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId, bool bIsSystemWide )


description: This can be used to patch outgoing audio to a different audio device.

code: virtual bool PatchLocalTalkerOutputToEndpoint ( const [FString](API\Runtime\Core\Containers\FString) & InDeviceName )


description: This can be used to patch incoming audio to a different audio device.

code: virtual bool PatchRemoteTalkerOutputToEndpoint ( const [FString](API\Runtime\Core\Containers\FString) & InDeviceName, bool bMuteInGameOutput )


description: Re-evaluates the muting list for all local talkers


description: Reads any data that is currently queued

code: virtual void ProcessLocalVoicePackets()


description: Submits network packets to audio system for playback


description: Processes any talking delegates that need to be fired off

code: virtual void ProcessTalkingDelegates ( float DeltaTime )


description:
Registers the user index as a local talker (interested in voice data)
true if the call succeeded, false otherwise

code: virtual bool RegisterLocalTalker ( uint32 LocalUserNum )


description: Registers all signed in local talkers

code: virtual void RegisterLocalTalkers()


description:
Registers the unique player id as a remote talker (submitted voice data only)
true if the call succeeded, false otherwise

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


description: Iterates the current remote talker list unregistering them with the voice engine and our internal state

code: virtual void RemoveAllRemoteTalkers()


description: Cleanup voice interface

code: virtual void Shutdown()


description: IOnlineVoice.

code: virtual void StartNetworkedVoice ( uint8 LocalUserNum )


description: Tells the voice layer to stop processing networked voice support for the specified player. This allows for push-to-talk style voice communication

code: virtual void StopNetworkedVoice ( uint8 LocalUserNum )


description: Allows for platform specific servicing of devices, etc.

code: virtual void Tick ( float DeltaTime )


description:
Allows a remote talker to talk to the specified local player. NOTE: This only unmutes them in the game unless the bIsSystemWide flag is true, which attempts to unmute them globally
TRUE if the function succeeds, FALSE otherwise

code: virtual bool UnmuteRemoteTalker ( uint8 LocalUserNum, const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId, bool bIsSystemWide )


description:
Unregisters the user index as a local talker (not interested in voice data)
true if the call succeeded, false otherwise

code: virtual bool UnregisterLocalTalker ( uint32 LocalUserNum )


description: Unregisters all signed in local talkers

code: virtual void UnregisterLocalTalkers()


description:
Unregisters the unique player id as a remote talker
true if the call succeeded, false otherwise

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


description: Convert generic network packet data back into voice data

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FVoicePacket](API\Runtime\Engine\Net\FVoicePacket) > SerializeRemotePacket ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Figures out which remote talkers need to be muted for a given local talker

code: virtual void UpdateMuteListForLocalTalker ( int32 TalkerIndex )


description: Constructor

code: FOnlineVoiceImpl ( class [IOnlineSubsystem](API\Plugins\OnlineSubsystem\IOnlineSubsystem) * InOnlineSubsystem )


description: Virtual destructor to force proper child cleanup

code: virtual ~FOnlineVoiceImpl()


className: FOnlineVoiceImpl

description: The generic implementation of the voice interface

code: class FOnlineVoiceImpl : public [IOnlineVoice](API\Plugins\OnlineSubsystem\Interfaces\IOnlineVoice)

IdentityInt

type: IOnlineIdentity...

description: Reference to the profile interface

LocalTalkers

type: TArray<FLocalT...

description: State of all possible local talkers

MaxLocalTalkers

description: Maximum permitted local talkers

MaxRemoteTalkers

description: Maximum permitted remote talkers

MuteList

type: TArray<FUnique...

description: All remote players locally muted (super set of SystemMuteList)

OnlineSubsystem

type: IOnlineSubsyste...

description: Reference to the main online subsystem

RemoteTalkers

type: TArray<FRemote...

description: State of all possible remote talkers

SessionInt

type: IOnlineSession...

description: Reference to the sessions interface

SystemMuteList

description: Remote players locally muted explicitly

VoiceData

type: FVoiceDataImpl

description: Buffered voice data I/O

VoiceEngine

type: IVoiceEnginePtr

description: Reference to the voice engine for acquiring voice data

VoiceNotificationDelta

type: float

description: Time to wait for new data before triggering "not talking"


className: FOnlineVoiceImplPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FOnlineVoiceImpl](API\Plugins\OnlineSubsystemUtils\FOnlineVoiceImpl), ESPMode::ThreadSafe > FOnlineVoiceImplPtr


className: FOnNewPlayerAdded

description: Delegate fired when a the beacon host has added a new player

code: typedef TBaseDelegate_OneParam< void, const [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) & > FOnNewPlayerAdded


className: FOnReservationCountUpdate

description: Delegate triggered when the host indicated a reservation count has changed

code: typedef TBaseDelegate_OneParam< void, int32 > FOnReservationCountUpdate


className: FOnReservationFull

description: Delegate triggered when the host indicated the reservation is full

code: typedef TBaseDelegate_NoParams< void > FOnReservationFull


className: FOnReservationRequestComplete

description: Delegate triggered when a response from the party beacon host has been received

code: typedef TBaseDelegate_OneParam< void, [EPartyReservationResult::Type](API\Plugins\OnlineSubsystemUtils\EPartyReservationResult__Type) > FOnReservationRequestComplete


className: FOnReservationUpdate

description: Delegate type for handling reservation additions/removals, or full events

code: typedef TBaseDelegate_NoParams< void > FOnReservationUpdate


className: FOnSpectatorDuplicateReservation

description: Delegate fired when a the beacon host detects a duplicate reservation

code: typedef TBaseDelegate_OneParam< void, const [FSpectatorReservation](API\Plugins\OnlineSubsystemUtils\FSpectatorReservation) & > FOnSpectatorDuplicateReservation


className: FOnSpectatorReservationRequestComplete

description: Delegate triggered when a response from the spectator beacon host has been received

code: typedef TBaseDelegate_OneParam< void, [ESpectatorReservationResult::Type](API\Plugins\OnlineSubsystemUtils\ESpectatorReservationResult__Typ-) > FOnSpectatorReservationRequestComplete


className: FOnSpectatorValidatePlayers

description: Delegate called when the beacon gets any request, allowing the owner to validate players at a higher level (bans,etc)

code: typedef TBaseDelegate_OneParam< bool, const [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) & > FOnSpectatorValidatePlayers


className: FOnValidatePlayers

code: typedef TBaseDelegate_OneParam< bool, const [TArray](API\Runtime\Core\Containers\TArray)< [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) > & > FOnValidatePlayers


code: bool operator== ( const [FString](API\Runtime\Core\Containers\FString) & InPlatformName )


className: FPartyBeaconCrossplayPlatformMapping

description: Platform mapping for crossplay checks

PlatformName

description: Platform name (eg WIN)

PlatformType

description: Platform type the name is mapped to (eg PlatformName=Win, PlatformType=OTHER)


description:
Checks if a player from a different reservation can migrate to this reservation For example, TeamNum must match
true if the player can migrate, false if not

code: bool CanPlayerMigrateFromReservation ( const [FPartyReservation](API\Plugins\OnlineSubsystemUtils\FPartyReservation) & Other ) const


description: Dump this reservation to log

code: void Dump() const


description: Dump this reservation to log

code: void DumpUniqueIdsOnly() const


description: Is this data well formed

code: bool IsValid ( bool bIsValidationStrRequired ) const


code: void RemovePartyMemberAtIndex ( int32 Idx )


className: FPartyReservation

description: A whole party reservation

PartyLeader

type: FUniqueNetIdRep...

description: Player initiating the request

PartyMembers

type: TArray<FPlayer...

description: All party members (including party leader) in the reservation

RemovedPartyMembers

description: Keeping a record of all logged out players from this reservation.

TeamNum

description: Team assigned to this party


code: FPlayerReservation()


description: Cleanup the talker before unregistration

code: void Cleanup()


className: FPlayerReservation

description: A single player reservation

bAllowCrossplay

type: bool

description: Does this player opt in to crossplay

ElapsedTime

description: Elapsed time since player made reservation and was last seen

Platform

type: FString

description: Platform this user is on

UniqueId

description: Unique id for this reservation

ValidationStr

description: Info needed to validate user credentials when joining a server


code: int32 RemoveAllPartyMembers ( const [FPlayerReservation](API\Plugins\OnlineSubsystemUtils\FPlayerReservation) & OtherRes )


description: Reset the talker after long periods of silence

code: void Reset()


code: FRemoteTalkerDataImpl()


description: Required forTMapFindOrAdd()

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


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


code: ~FRemoteTalkerDataImpl()


className: FRemoteTalkerDataImpl

description: Remote voice data playing on a single client

code: class FRemoteTalkerDataImpl

bIsActive

description: Boolean flag used to tell whether this synth component is currently consuming incoming voice packets.

bIsEnvelopeBound

description: Boolean used to ensure that we only bind the VOIP talker to the SynthComponent's corresponding envelope delegate once.

CachedTalkerPtr

type: UVOIPTalker...

description: Cached Talker Ptr. Is checked against map before use to ensure it has not been destroyed.

CurrentUncompressedDataQueueSize

description: Amount of data currently in the outgoing playback queue

LastSeen

type: double

description: Receive side timestamp since last voice packet fragment

MaxUncompressedDataQueueSize

description: Maximum size of the outgoing playback queue

MaxUncompressedDataSize

description: Maximum size of a single decoded packet

MicrophoneAmplitude

description: Loudness of the incoming audio, computed on the remote machine using the microphonei input audio and serialized into the packet.

NumFramesStarved

description: Number of frames starved of audio

QueueLock

type: FCriticalSectio...

description: Buffer for outgoing audio intended for procedural streaming

RemoteVoiceOutput

description: Patch splitter to expose incoming audio to multiple outputs.

UncompressedDataQueue

type: TArray< uint8 >

VoiceDecoder

type: TSharedPtr<IVo...

description: Per remote talker voice decoding state

VoipSynthComponent

type: TWeakObjectPtr<...

description: Synth component playing this buffer (only valid on remote instances)


className: FSetSocketComplete

description: Callback triggered when setting a new socket has completed (which may not return immediately, due to multithreading)

code: typedef [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void()> FSetSocketComplete


description: This function is called when a new packet is pushed to avoid reallocating memory.

code: void Initialize ( const void * InBuffer, uint32 NumBytes, int64 InStartSample, [EVoipStreamDataFormat](API\Plugins\OnlineSubsystemUtils\EVoipStreamDataFormat) InFormat )


description: Default constructor.

code: FSortedVoicePacketNode()


className: FSortedVoicePacketNode

description: FSortedVoicePacketNodeThis structure represents an individual packet in theFVoicePacketBuffer.

code: struct FSortedVoicePacketNode

AudioBufferMem

type: TArray< float >

description: The actual resulting audio data. allocated ahead of time to minimize memory churn.

BufferNumSamples

description: Number of samples.

IndexInPacketBuffer

description: This is used when we are done with this packet.

NextPacket

type: FSortedVoicePac...

description: Used for sorting packet nodes.

SamplesLeft

description: Updated on every call of PopAudio to keep track of where we are mid-packet.

StartSample

description: Actual sample start time for this sample.


description: Dump this reservation to log

code: void Dump() const


description: Is this data well formed


code: FSpectatorReservation()


className: FSpectatorReservation

description: A whole Spectator reservation

Spectator

type: FPlayerReservat...

description: Spectator reservation

SpectatorId

description: Player initiating the request


className: FVoiceAmplitudeData

description: Container for voice amplitude data

code: struct FVoiceAmplitudeData


className: FVoiceDataImpl

description: Holds the current voice packet data state

code: struct FVoiceDataImpl

LocalPackets

type: FVoicePacketImp...

description: Data used by the local talkers before sent

RemotePackets

type: FVoicePacketLis...

description: Holds the set of received packets that need to be processed


description: Called when audio render thread stream is shutting down. Last function called. Allows cleanup on render thread.

code: virtual void OnAudioStreamShutdown()


description: Callback to generate a new audio stream buffer.

code: virtual bool OnProcessAudioStream ( [Audio::AlignedFloatBuffer](API\Runtime\SignalProcessing\DSP\AlignedFloatBuffer) & OutputBuffer )


code: void PatchInOutput ( [Audio::FPatchOutputStrongPtr](API\Runtime\Engine\FPatchOutputStrongPtr) & InOutput )


code: FVoiceEndpoint ( const [FString](API\Runtime\Core\Containers\FString) & InEndpointName, float InSampleRate, int32 InNumChannels )


code: virtual ~FVoiceEndpoint()


className: FVoiceEndpoint

description: Small class that manages an audio endpoint. Used inFVoiceEngineImpl.

code: class FVoiceEndpoint : private [Audio::IAudioMixer](API\Runtime\AudioMixerCore\IAudioMixer)


code: virtual void CreateSerializeHelper()


description: When called, disconnects all additional audio endpoints we patched to using PatchVoiceOutputToDevice().

code: virtual void DisconnectAllEndpoints()


description: FSelfRegisteringExec.

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


className: FRemoteTalkerData

description: Mapping of UniqueIds to the incoming voice data and their audio component


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetCompressedVoiceBuffer()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetDecompressedVoiceBuffer()


description:
This can be used to get how loud the given microphone input is, typically on a scale between 0.0 and 1.0.
-1.0 if getting the mic amplitude is not supported on this platform or RemoteUserId is invalid, 0.0-1.0 otherwise.

code: virtual float GetIncomingAudioAmplitude ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & RemoteUserId )


code: virtual [FLocalVoiceData](API\Plugins\OnlineSubsystemUtils\FLocalVoiceData) * GetLocalPlayerVoiceData()


description:
This can be used to get how loud the given microphone input is, typically on a scale between 0.0 and 1.0.
-1.0 if getting the mic amplitude is not supported on this platform or LocalUserNum was invalid, 0.0-1.0 otherwise.

code: virtual float GetMicrophoneAmplitude ( int32 LocalUserNum )


description:
This can be used to get arbitrarily tap outgoing microphone audio from local players to use elsewhere in your application. for information on usage, see MultithreadedPatching.h.
nullptr if the VoiceEngine implementation being used does not support tapping audio output from the microphone.


code: virtual [IOnlineSubsystem](API\Plugins\OnlineSubsystem\IOnlineSubsystem) * GetOnlineSubSystem()


code: virtual [FRemoteTalkerData](API\Runtime\Core\Containers\TMap) & GetRemoteTalkerBuffers()


code: virtual const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IVoiceCapture](API\Runtime\Voice\Interfaces\IVoiceCapture) > & GetVoiceCapture() const


description:
This can be used to get arbitrarily tap incoming VOIP audio from remote players to use elsewhere in your application. for information on usage, see MultithreadedPatching.h.
nullptr if the VoiceEngine implementation being used does not support tapping incoming audio.


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IVoiceCapture](API\Runtime\Voice\Interfaces\IVoiceCapture) > & GetVoiceCapture()


description:
Returns which local talkers have data ready to be read from the voice system
Bit mask of talkers that have data to be read (1 << UserIndex)

code: virtual uint32 GetVoiceDataReadyFlags() const


description: Get information about the voice state for display

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


code: virtual const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IVoiceEncoder](API\Runtime\Voice\Interfaces\IVoiceEncoder) > & GetVoiceEncoder() const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IVoiceEncoder](API\Runtime\Voice\Interfaces\IVoiceEncoder) > & GetVoiceEncoder()


code: virtual void GetVoiceSettingsOverride ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & RemoteTalkerId, [FVoiceSettings](API\Runtime\Engine\Net\FVoiceSettings) & VoiceSettings )


description: IVoiceEngine.

code: virtual bool Init ( int32 MaxLocalTalkers, int32 MaxRemoteTalkers )


description:
Checks whether a local user index has a headset present or not
true if there is a headset, false otherwise

code: virtual bool IsHeadsetPresent ( uint32 LocalUserNum )


description:
Determines whether a local user index is currently talking or not
true if the user is talking, false otherwise

code: virtual bool IsLocalPlayerTalking ( uint32 LocalUserNum )


description:
Determines if the specified index is the owner or not
true if this is the owner, false otherwise

code: virtual bool IsOwningUser ( uint32 UserIndex )


description: is active recording occurring at the moment

code: virtual bool IsRecording() const


description:
Determines whether a remote talker is currently talking or not
true if the user is talking, false otherwise

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


code: virtual void OnDeviceRemoved ( [FString](API\Runtime\Core\Containers\FString) DeviceID )


code: virtual void OnDefaultDeviceChanged()


description: This can be used to patch outgoing audio to a different audio device.

code: virtual bool PatchLocalTalkerOutputToEndpoint ( const [FString](API\Runtime\Core\Containers\FString) & InDeviceName )


description: This can be used to patch incoming audio to a different audio device.

code: virtual bool PatchRemoteTalkerOutputToEndpoint ( const [FString](API\Runtime\Core\Containers\FString) & InDeviceName, bool bMuteInGameOutput )


description:
Reads local voice data for the specified local talker. The size field contains the buffer size on the way in and contains the amount read on the way out
0 upon success, an error code otherwise

code: virtual uint32 ReadLocalVoiceData ( uint32 LocalUserNum, uint8 * Data, uint32 * Size )


code: virtual uint32 ReadLocalVoiceData ( uint32 LocalUserNum, uint8 * Data, uint32 * Size, uint64 * OutSampleCount )


description:
Registers the user index as a local talker (interested in voice data)
0 upon success, an error code otherwise

code: virtual uint32 RegisterLocalTalker ( uint32 LocalUserNum )


description:
Registers the unique player id as a remote talker (submitted voice data only)
0 upon success, an error code otherwise

code: virtual uint32 RegisterRemoteTalker ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UniqueId )


description:
Sets the playback priority of a remote talker for the given user. A priority of 0xFFFFFFFF indicates that the player is muted. All other priorities sorted from zero being most important to higher numbers being less important.
0 upon success, an error code otherwise

code: virtual uint32 SetPlaybackPriority ( uint32 LocalUserNum, const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & RemoteTalkerId, uint32 Priority )


description:
Used when receiving remote voice data to set the amplitude of a remote talker's incoming audio.
0 upon success, an error code otherwise

code: virtual uint32 SetRemoteVoiceAmplitude ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & RemoteTalkerId, float InAmplitude )


description: IVoiceEngine.

code: virtual uint32 StartLocalVoiceProcessing ( uint32 LocalUserNum )


description:
Starts remote voice processing for the specified user
0 upon success, an error code otherwise

code: virtual uint32 StartRemoteVoiceProcessing ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UniqueId )


description: Start capturing voice data

code: virtual void StartRecording() const


description:
Stops local voice processing for the specified user index
0 upon success, an error code otherwise

code: virtual uint32 StopLocalVoiceProcessing ( uint32 LocalUserNum )


description: Called when "last half second" is over

code: virtual void StoppedRecording() const


description: Stop capturing voice data

code: virtual void StopRecording() const


description:
Stops remote voice processing for the specified user
0 upon success, an error code otherwise

code: virtual uint32 StopRemoteVoiceProcessing ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UniqueId )


description:
Submits remote voice data for playback by the voice system. No playback occurs if the priority for this remote talker is 0xFFFFFFFF. Size indicates how much data to submit for processing. It's also an out value in case the system could only process a smaller portion of the data
0 upon success, an error code otherwise

code: virtual uint32 SubmitRemoteVoiceData ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & RemoteTalkerId, uint8 * Data, uint32 * Size )


code: virtual uint32 SubmitRemoteVoiceData ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & RemoteTalkerId, uint8 * Data, uint32 * Size, uint64 & InSampleCount )


description: Allows for platform specific servicing of devices, etc.

code: virtual void Tick ( float DeltaTime )


description:
Unregisters the user index as a local talker (not interested in voice data)
0 upon success, an error code otherwise

code: virtual uint32 UnregisterLocalTalker ( uint32 LocalUserNum )


description:
Unregisters the unique player id as a remote talker
0 upon success, an error code otherwise

code: virtual uint32 UnregisterRemoteTalker ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & UniqueId )


description: Constructor

code: FVoiceEngineImpl()


code: FVoiceEngineImpl ( [IOnlineSubsystem](API\Plugins\OnlineSubsystem\IOnlineSubsystem) * InSubsystem )


code: virtual ~FVoiceEngineImpl()


className: FVoiceEngineImpl

description: Generic implementation of voice engine, using Voice module for capture/codec

code: class FVoiceEngineImpl : public [IVoiceEngine](API\Plugins\OnlineSubsystem\Interfaces\IVoiceEngine), public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec), public [IDeviceChangedListener](API\Runtime\Engine\IDeviceChangedListener)


className: FVoiceEngineImplPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FVoiceEngineImpl](API\Plugins\OnlineSubsystemUtils\FVoiceEngineImpl), ESPMode::ThreadSafe > FVoiceEngineImplPtr


description: When called, will seek forward in the buffer by the requested number of samples, skipping and removing the audio we seek past. This will return the number of samples we were able to seek forward by.

code: uint32 DropOldestAudio ( uint32 InNumSamples )


description: Get whatever the most recent sample processed is for buffer-accurate timing.

code: uint64 GetCurrentSample()


description: This will return the current amount of samples buffered here.

code: int32 GetNumBufferedSamples()


description: Whether we have idled out. This is used to automatically close the audio stream and free resources when unused.

code: bool IsIdle()


description: Pop RequestedSamples of float samples into DestBuffer. Returns the number of "non-silent" samples copied into the buffer- the remainder of the buffer will be filled with silence. This should be called on the audio render thread.

code: int32 PopAudio ( float * DestBuffer, uint32 RequestedSamples )


description: Push a new packet of decompressed audio onto the buffer to be consumed. This should be called on the voice engine thread.

code: void PushPacket ( const void * InBuffer, int32 NumBytes, uint64 InStartSample, [EVoipStreamDataFormat](API\Plugins\OnlineSubsystemUtils\EVoipStreamDataFormat) Format )


description: Clears the buffer.

code: void Reset ( int32 InStartSample )


description: Default constructor. Hidden on purpose.


description: This is the only constructor that should be used withFVoicePacketBuffer.

code: FVoicePacketBuffer ( int32 BufferSize, int32 InNumSamplesUntilIdling, uint64 InStartSample )


className: FVoicePacketBuffer

description: FVoicePacketBufferThis class is used to handle sorting of packets as they arrive. This class is intended to be thread safe, as long asPushPacket()norPopAudio()are called by multiple threads.

code: class FVoicePacketBuffer