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UE3:OnlinePlayerInterface (UDK)

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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[edit]

OnAddFriendByNameComplete[edit]

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[edit]

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[edit]

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[edit]

delegate OnFriendsChange ()

Delegate used in friends list change notifications

OnJoinFriendGameComplete[edit]

delegate OnJoinFriendGameComplete (bool bWasSuccessful)

Called once the join task has completed

Parameters:

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

OnKeyboardInputComplete[edit]

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[edit]

delegate OnLoginCancelled ()

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

OnLoginChange[edit]

delegate OnLoginChange (byte LocalUserNum)

Delegate called when a player logs in/out

Parameters:

  • LocalUserNum - the player that logged in/out

OnLoginFailed[edit]

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[edit]

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[edit]

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[edit]

delegate OnMutingChange ()

Delegate used in mute list change notifications

OnReadFriendsComplete[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

See OnlinePlayerInterface functions.