Nelaric Unreal Gameplay
Gameplay framework API
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ANelaricPlayerController Class Reference

Base player controller for NelaricGameplay worlds. More...

#include <NelaricPlayerController.h>

Inheritance diagram for ANelaricPlayerController:

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.

Detailed Description

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.

Member Function Documentation

◆ OnDepartureDecision()

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.

Returns
Delegate reporting identity, destination, and approval.

◆ RequestDepartureApproval()

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.

Parameters
RequestIdIdentity of the pending transition; must be nonzero.
TargetAddressDestination server URL or host address.
Returns
True if the request was sent, false for invalid local input.

The documentation for this class was generated from the following file: