My program doesn't have bugs. It just develops random features.

UE3:OnlinePlayerInterface (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Interface >> OnlinePlayerInterface
Package: 
Engine
Known implementing classes:
OnlineSubsystemPC
This interface in other games:
UT3

This interface provides accessors to the platform specific player methods. NOTE: All players are referenced by their controller number, which is zero on the PC.

Delegates

OnAddFriendByNameComplete

delegate OnAddFriendByNameComplete (bool bWasSuccessful)

Called when a friend invite arrives for a local player

Parameters:

  • bWasSuccessful - true if successfully added, false if not found or failed

OnFriendInviteReceived

delegate OnFriendInviteReceived (byte LocalUserNum, OnlineSubsystem.UniqueNetId RequestingPlayer, string RequestingNick, string Message)

Called when a friend invite arrives for a local player

Parameters:

  • LocalUserNum - the user that is receiving the invite
  • RequestingPlayer - the player sending the friend request
  • RequestingNick - the nick of the player sending the friend request
  • Message - the message to display to the recipient

OnFriendMessageReceived

delegate OnFriendMessageReceived (byte LocalUserNum, OnlineSubsystem.UniqueNetId SendingPlayer, string SendingNick, string Message)

Called when a friend invite arrives for a local player

Parameters:

  • LocalUserNum - the user that is receiving the message
  • SendingPlayer - the player sending the message
  • SendingNick - the nick of the player sending the message
  • Message - the message to display to the recipient

OnFriendsChange

delegate OnFriendsChange ()

Delegate used in friends list change notifications

OnJoinFriendGameComplete

delegate OnJoinFriendGameComplete (bool bWasSuccessful)

Called once the join task has completed

Parameters:

  • bWasSuccessful - the session was found and is joinable, false otherwise

OnKeyboardInputComplete

delegate OnKeyboardInputComplete (bool bWasSuccessful)

Delegate used when the keyboard input request has completed

Parameters:

  • bWasSuccessful - true if the async action completed without error, false if there was an error

OnLoginCancelled

delegate OnLoginCancelled ()

Delegate used to notify when a login request was cancelled by the user

OnLoginChange

delegate OnLoginChange (byte LocalUserNum)

Delegate called when a player logs in/out

Parameters:

  • LocalUserNum - the player that logged in/out

OnLoginFailed

delegate OnLoginFailed (byte LocalUserNum, OnlineSubsystem.EOnlineServerConnectionStatus ErrorCode)

Delegate used in notifying the UI/game that the manual login failed

Parameters:

  • LocalUserNum - the controller number of the associated user
  • ErrorCode - the async error code that occurred

OnLoginStatusChange

delegate OnLoginStatusChange (OnlineSubsystem.ELoginStatus NewStatus, OnlineSubsystem.UniqueNetId NewId)

Delegate called when a player's status changes but doesn't change profiles

Parameters:

  • NewStatus - the new login status for the user
  • NewId - the new id to associate with the user

OnLogoutCompleted

delegate OnLogoutCompleted (bool bWasSuccessful)

Delegate used in notifying the UI/game that the manual logout completed

Parameters:

  • bWasSuccessful - whether the async call completed properly or not

OnMutingChange

delegate OnMutingChange ()

Delegate used in mute list change notifications

OnReadFriendsComplete

delegate OnReadFriendsComplete (bool bWasSuccessful)

Delegate used when the friends read request has completed

Parameters:

  • bWasSuccessful - true if the async action completed without error, false if there was an error

OnReadPlayerStorageComplete

delegate OnReadPlayerStorageComplete (byte LocalUserNum, bool bWasSuccessful)

Delegate used when the last read of online player storage data request has completed

Parameters:

  • LocalUserNum - the controller index of the player who's read just completed
  • bWasSuccessful - true if the async action completed without error, false if there was an error

OnReadPlayerStorageForNetIdComplete

delegate OnReadPlayerStorageForNetIdComplete (OnlineSubsystem.UniqueNetId NetId, bool bWasSuccessful)

Delegate used when the last read of online player storage data request has completed

Parameters:

  • NetId - the net id for the user who's read just completed
  • bWasSuccessful - true if the async action completed without error, false if there was an error

OnReadProfileSettingsComplete

delegate OnReadProfileSettingsComplete (byte LocalUserNum, bool bWasSuccessful)

Delegate used when the last read profile settings request has completed

Parameters:

  • LocalUserNum - the controller index of the player who's read just completed
  • bWasSuccessful - true if the async action completed without error, false if there was an error

OnReceivedGameInvite

delegate OnReceivedGameInvite (byte LocalUserNum, string InviterName)

Called when the online system receives a game invite that needs handling

Parameters:

  • LocalUserNum - the user that is receiving the invite
  • InviterName - the nick name of the person sending the invite

OnWritePlayerStorageComplete

delegate OnWritePlayerStorageComplete (byte LocalUserNum, bool bWasSuccessful)

Delegate used when the last write online player storage request has completed

Parameters:

  • LocalUserNum - the controller index of the player who's write just completed
  • bWasSuccessful - true if the async action completed without error, false if there was an error

OnWriteProfileSettingsComplete

delegate OnWriteProfileSettingsComplete (byte LocalUserNum, bool bWasSuccessful)

Delegate used when the last write profile settings request has completed

Parameters:

  • LocalUserNum - the controller index of the player who's write just completed
  • bWasSuccessful - true if the async action completed without error, false if there was an error

Functions

See OnlinePlayerInterface functions.