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UE3:OnlinePlayerInterfaceEx (UDK)

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UDK Interface >> OnlinePlayerInterfaceEx
Package: 
Engine
This interface in other games:
UT3

This interface provides extended player functionality not supported by all platforms. The OnlineSubsystem will return NULL when requesting this interface on a platform where it is not supporeted.

Delegates[edit]

OnDeviceSelectionComplete[edit]

delegate OnDeviceSelectionComplete (bool bWasSuccessful)

Delegate used when the device selection request has completed

Parameters:

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

OnProfileDataChanged[edit]

delegate OnProfileDataChanged ()

Called when an external change to player profile data has occured

OnReadAchievementsComplete[edit]

delegate OnReadAchievementsComplete (int TitleId)

Called when the async achievements read has completed

Parameters:

  • TitleId - the title id that the read was for (0 means current title)

OnUnlockAchievementComplete[edit]

delegate OnUnlockAchievementComplete (bool bWasSuccessful)

Delegate used when the achievement unlocking has completed

Parameters:

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

Instance functions[edit]

AddDeviceSelectionDoneDelegate[edit]

function AddDeviceSelectionDoneDelegate (byte LocalUserNum, delegate<OnDeviceSelectionCompleteDeviceDelegate)

Adds the delegate used to notify the gameplay code that the user has completed their device selection

Parameters:

  • DeviceDelegate - the delegate to use for notifications

AddProfileDataChangedDelegate[edit]

function AddProfileDataChangedDelegate (byte LocalUserNum, delegate<OnProfileDataChangedProfileDataChangedDelegate)

Sets the delegate used to notify the gameplay code that someone has changed their profile data externally

Parameters:

  • LocalUserNum - the user the delegate is interested in
  • ProfileDataChangedDelegate - the delegate to use for notifications

AddReadAchievementsCompleteDelegate[edit]

function AddReadAchievementsCompleteDelegate (byte LocalUserNum, delegate<OnReadAchievementsCompleteReadAchievementsCompleteDelegate)

Sets the delegate used to notify the gameplay code that the achievements read request has completed

Parameters:

  • LocalUserNum - the user to read the achievements list for
  • ReadAchievementsCompleteDelegate - the delegate to use for notifications

AddUnlockAchievementCompleteDelegate[edit]

function AddUnlockAchievementCompleteDelegate (byte LocalUserNum, delegate<OnUnlockAchievementCompleteUnlockAchievementCompleteDelegate)

Adds the delegate used to notify the gameplay code that the achievement unlocking has completed

Parameters:

  • LocalUserNum - which user to watch for read complete notifications
  • UnlockAchievementCompleteDelegate - the delegate to use for notifications

ClearDeviceSelectionDoneDelegate[edit]

function ClearDeviceSelectionDoneDelegate (byte LocalUserNum, delegate<OnDeviceSelectionCompleteDeviceDelegate)

Removes the specified delegate from the list of callbacks

Parameters:

  • DeviceDelegate - the delegate to use for notifications

ClearProfileDataChangedDelegate[edit]

function ClearProfileDataChangedDelegate (byte LocalUserNum, delegate<OnProfileDataChangedProfileDataChangedDelegate)

Clears the delegate used to notify the gameplay code that someone has changed their profile data externally

Parameters:

  • LocalUserNum - the user the delegate is interested in
  • ProfileDataChangedDelegate - the delegate to use for notifications

ClearReadAchievementsCompleteDelegate[edit]

function ClearReadAchievementsCompleteDelegate (byte LocalUserNum, delegate<OnReadAchievementsCompleteReadAchievementsCompleteDelegate)

Clears the delegate used to notify the gameplay code that the achievements read request has completed

Parameters:

  • LocalUserNum - the user to read the achievements list for
  • ReadAchievementsCompleteDelegate - the delegate to use for notifications

ClearUnlockAchievementCompleteDelegate[edit]

function ClearUnlockAchievementCompleteDelegate (byte LocalUserNum, delegate<OnUnlockAchievementCompleteUnlockAchievementCompleteDelegate)

Clears the delegate used to notify the gameplay code that the achievement unlocking has completed

Parameters:

  • LocalUserNum - which user to watch for read complete notifications
  • UnlockAchievementCompleteDelegate - the delegate to use for notifications

GetAchievements[edit]

function OnlineSubsystem.EOnlineEnumerationReadState GetAchievements (byte LocalUserNum, out array<OnlineSubsystem.AchievementDetailsAchievements, optional int TitleId)

Copies the list of achievements for the specified player and title id

Parameters:

  • LocalUserNum - the user to read the friends list of
  • Achievements - the out array that receives the copied data
  • TitleId - the title id of the game that these were read for

Returns:

OERS_Done if the read has completed, otherwise one of the other states

GetDeviceSelectionResults[edit]

function int GetDeviceSelectionResults (byte LocalUserNum, out string DeviceName)

Fetches the results of the device selection

Parameters:

  • LocalUserNum - the player to check the results for
  • DeviceName - out param that gets a copy of the string

Returns:

the ID of the device that was selected NOTE: Zero means the user hasn't selected one

IsDeviceValid[edit]

function bool IsDeviceValid (int DeviceId, optional int SizeNeeded)

Checks the device id to determine if it is still valid (could be removed) and/or if there is enough space on the specified device

Parameters:

  • DeviceId - the device to check
  • SizeNeeded - the amount of space requested

Returns:

true if valid, false otherwise

ReadAchievements[edit]

function bool ReadAchievements (byte LocalUserNum, optional int TitleId, optional bool bShouldReadText, optional bool bShouldReadImages)

Starts an async read for the achievement list

Parameters:

  • LocalUserNum - the controller number of the associated user
  • TitleId - the title id of the game the achievements are to be read for
  • bShouldReadText - whether to fetch the text strings or not
  • bShouldReadImages - whether to fetch the image data or not

Returns:

TRUE if the task starts, FALSE if it failed

ShowAchievementsUI[edit]

function bool ShowAchievementsUI (byte LocalUserNum)

Displays the achievements UI for a player

Parameters:

  • LocalUserNum - the controller number of the associated user

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowContentMarketplaceUI[edit]

function bool ShowContentMarketplaceUI (byte LocalUserNum, optional int CategoryMask, optional int OfferId)

Displays the marketplace UI for content

Parameters:

  • LocalUserNum - the local user viewing available content
  • CategoryMask - the bitmask to use to filter content by type
  • OfferId - a specific offer that you want shown

ShowCustomPlayersUI[edit]

function bool ShowCustomPlayersUI (byte LocalUserNum, const out array<OnlineSubsystem.UniqueNetIdPlayers, string Title, string Description)

Shows a custom players UI for the specified list of players

Parameters:

  • LocalUserNum - the controller number of the associated user
  • Players - the list of players to show in the custom UI
  • Title - the title to use for the UI
  • Description - the text to show at the top of the UI

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowDeviceSelectionUI[edit]

function bool ShowDeviceSelectionUI (byte LocalUserNum, int SizeNeeded, optional bool bForceShowUI, optional bool bManageStorage)

Displays the UI that allows the user to choose which device to save content to

Parameters:

  • LocalUserNum - the controller number of the associated user
  • SizeNeeded - the size of the data to be saved in bytes
  • bForceShowUI - true to always show the UI, false to only show the UI if there are multiple valid choices
  • bManageStorage - whether to allow the user to manage their storage or not

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowFeedbackUI[edit]

function bool ShowFeedbackUI (byte LocalUserNum, OnlineSubsystem.UniqueNetId PlayerId)

Displays the UI that allows a player to give feedback on another player

Parameters:

  • LocalUserNum - the controller number of the associated user
  • PlayerId - the id of the player having feedback given for

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowFriendsInviteUI[edit]

function bool ShowFriendsInviteUI (byte LocalUserNum, OnlineSubsystem.UniqueNetId PlayerId)

Displays the UI that shows a user's list of friends

Parameters:

  • LocalUserNum - the controller number of the associated user
  • PlayerId - the id of the player being invited

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowGamerCardUI[edit]

function bool ShowGamerCardUI (byte LocalUserNum, OnlineSubsystem.UniqueNetId PlayerId)

Displays the gamer card UI for the specified player

Parameters:

  • LocalUserNum - the controller number of the associated user
  • PlayerId - the id of the player to show the gamer card of

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowInviteUI[edit]

function bool ShowInviteUI (byte LocalUserNum, optional string InviteText)

Displays the invite ui

Parameters:

  • LocalUserNum - the local user sending the invite
  • InviteText - the string to prefill the UI with

ShowMembershipMarketplaceUI[edit]

function bool ShowMembershipMarketplaceUI (byte LocalUserNum)

Displays the marketplace UI for memberships

Parameters:

  • LocalUserNum - the local user viewing available memberships

ShowMessagesUI[edit]

function bool ShowMessagesUI (byte LocalUserNum)

Displays the messages UI for a player

Parameters:

  • LocalUserNum - the controller number of the associated user

Returns:

TRUE if it was able to show the UI, FALSE if it failed

ShowPlayersUI[edit]

function bool ShowPlayersUI (byte LocalUserNum)

Displays the UI that shows the player list

Parameters:

  • LocalUserNum - the controller number of the associated user

Returns:

TRUE if it was able to show the UI, FALSE if it failed

UnlockAchievement[edit]

function bool UnlockAchievement (byte LocalUserNum, int AchievementId)

Unlocks the specified achievement for the specified user

Parameters:

  • LocalUserNum - the controller number of the associated user
  • AchievementId - the id of the achievement to unlock

Returns:

TRUE if the call worked, FALSE otherwise

UnlockGamerPicture[edit]

function bool UnlockGamerPicture (byte LocalUserNum, int PictureId)

Unlocks a gamer picture for the local user

Parameters:

  • LocalUserNum - the user to unlock the picture for
  • PictureId - the id of the picture to unlock