|
Nelaric Unreal Gameplay
Gameplay framework API
|
Base player controller for NelaricGameplay worlds. More...
#include <NelaricPlayerController.h>
Public Member Functions | |
| GAMEPLAYRUNTIME_API bool | RequestDepartureApproval (uint64 RequestId, const FString &TargetAddress) |
| Asks the current server to approve leaving its session. | |
| GAMEPLAYRUNTIME_API FDepartureDecision & | OnDepartureDecision () |
| Observes decisions returned by the current server. | |
Base player controller for NelaricGameplay worlds.
The owning client and current server each have an instance while connected. Game-specific controllers may derive from this class. The current server approves a valid departure request immediately. Destination admission uses a separate pre-travel connection.
| GAMEPLAYRUNTIME_API FDepartureDecision & ANelaricPlayerController::OnDepartureDecision | ( | ) |
Observes decisions returned by the current server.
Bind on the game thread. The controller owns the delegate; bindings cease to be useful when its connection or world is torn down.
| GAMEPLAYRUNTIME_API bool ANelaricPlayerController::RequestDepartureApproval | ( | uint64 | RequestId, |
| const FString & | TargetAddress ) |
Asks the current server to approve leaving its session.
Call on the game thread from the owning local controller. The server directly approves a valid request and returns its ID and destination through OnDepartureDecision on the game thread. Sending a request does not authorize travel or destination admission.
| RequestId | Identity of the pending transition; must be nonzero. |
| TargetAddress | Destination server URL or host address. |