45 results for "session"
The live AGameSession instance spawned by this game mode.
The AGameSession subclass this game mode spawns to handle login approval and the online game interface.
Returns the AGameSession subclass to spawn for this game mode.
Registers this player with the online subsystem session identified by SessionName, allowing the platform to track the player's presence and enforce session membership.
Removes this player from the current online session via the online subsystem.
Registers a PIE duplicate package name so that FixupForPIE knows which packages have been duplicated for the current PIE session.
Called when the game starts or when the pawn is spawned into the world.
Clears the global set of registered PIE package names, typically called when a PIE session ends to prevent stale fixup state.
Validation function for the ClientMoveResponsePacked RPC.
Copies the RemoteRole from another actor and registers this actor with the net driver if the copied role makes it a networked actor.
Called when this PlayerState is destroyed.
Wrapper that calls Restart() and, when appropriate, PawnClientRestart().
The live AGameStateBase instance for this session.
Returns the names of all audio spatialization plugins that are loaded and available in the current session.
Returns the UGameInstance for the current world.
Returns the player's unique numeric ID assigned by the server.
Returns the priority for replicating this actor into a replay recording.
Returns the game time in seconds at which this player joined the session.
Returns whether input processing is currently enabled on this pawn.
Returns whether this actor, despite being editor-only, should still be loaded and present during Play-In-Editor sessions.
Delegate broadcast whenever this actor's play session ends for any reason — explicit destruction, level unload, game end, or streaming out.
Replication notification called on clients when the Controller property changes.
Replication notification called on clients when the UniqueId (FUniqueNetIdRepl) is first replicated.
Called on the owning client when the pawn is restarted, typically after possession or respawn.
Called on the owning client of a player-controlled pawn when it is restarted (usually after possession).
Called on the server when a controller takes possession of this Character.
Called on the server (or in standalone) immediately after a controller takes possession of this pawn.
Called before component initialization begins.
Blueprint event fired on the server/authority when a controller possesses this pawn.
Blueprint event fired after the pawn is restarted (usually after possession).
Blueprint event fired on the server/authority when a controller stops possessing this pawn.
Called when the pawn is restarted, typically immediately after possession.
Disconnects all players and returns the server to the main menu map.
Validation function for the ServerMovePacked RPC.
Changes the actor's local network role to AutonomousProxy (client-driven) or SimulatedProxy (server-driven).
Changes the avatar actor while keeping the owner actor the same.
Directly sets the Controller pointer on this pawn.
Sets the permanent spectator-only flag, indicating this player can never transition to an active playing role in the session.
Sets the logical owner actor for this component without triggering a full InitAbilityActorInfo refresh.
Assigns the player's session-local numeric ID and triggers replication.
Establishes or clears the bidirectional link between this pawn and a PlayerState, keeping both objects' internal references in sync.
Globally enables or disables subtitle rendering for all dialogue and sound waves that carry subtitle data.
Spawns a player into a running PIE session when the editor transitions from Simulate mode to Play mode.
Subsystem base class whose lifetime matches the `UGameInstance`.
Called on the server when the controller releases possession of this Character.