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Nelaric Unreal Gameplay
Gameplay framework API
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Contacts a destination server before game travel. More...
#include <TransitionBeaconClient.h>
Public Member Functions | |
| GAMEPLAYRUNTIME_API bool | BeginTargetApproval (const Nelaric::FNetworkEndpoint &Endpoint, uint64 RequestId) |
| Connects to a target's beacon and requests admission. | |
| GAMEPLAYRUNTIME_API FTargetDecision & | OnTargetDecision () |
| Observes the destination server's decision or failure. | |
| virtual GAMEPLAYRUNTIME_API void | OnConnected () override |
| Sends the approval request after beacon connection. | |
| virtual GAMEPLAYRUNTIME_API void | OnFailure () override |
| Reports a failed beacon connection. | |
Contacts a destination server before game travel.
The requesting client owns this beacon until it receives a decision or failure. The destination server decides whether to admit the request; a valid response is bound to the supplied request ID.
| GAMEPLAYRUNTIME_API bool ATransitionBeaconClient::BeginTargetApproval | ( | const Nelaric::FNetworkEndpoint & | Endpoint, |
| uint64 | RequestId ) |
Connects to a target's beacon and requests admission.
Call on the game thread with the target beacon endpoint.
| Endpoint | Destination approval beacon address and port. |
| RequestId | Nonzero identity of the pending transition. |
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overridevirtual |
Sends the approval request after beacon connection.
Unreal calls this on the game thread.
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overridevirtual |
Reports a failed beacon connection.
Unreal calls this on the game thread.
| GAMEPLAYRUNTIME_API FTargetDecision & ATransitionBeaconClient::OnTargetDecision | ( | ) |
Observes the destination server's decision or failure.
Bind before BeginTargetApproval. The final bool is false when the beacon failed before the target authority replied. The owner must also enforce a timeout.