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Engine.OnlinePlayerInterface

Modifiers
dependson ( OnlineSubsystem )

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.

Engine.OnlinePlayerInterface

Delegates Summary
delegate OnAddFriendByNameComplete (bool bWasSuccessful)
delegate OnFriendInviteReceived (byte LocalUserNum, niqueNetId RequestingPlayer, tring RequestingNick, tring Message)
delegate OnFriendMessageReceived (byte LocalUserNum, niqueNetId SendingPlayer, tring SendingNick, tring Message)
delegate OnFriendsChange ()
delegate OnJoinFriendGameComplete (bool bWasSuccessful)
delegate OnKeyboardInputComplete (bool bWasSuccessful)
delegate OnLoginCancelled ()
delegate OnLoginChange ()
delegate OnLoginFailed (byte LocalUserNum, OnlineServerConnectionStatus ErrorCode)
delegate OnLogoutCompleted (bool bWasSuccessful)
delegate OnMutingChange ()
delegate OnReadFriendsComplete (bool bWasSuccessful)
delegate OnReadProfileSettingsComplete (bool bWasSuccessful)
delegate OnReceivedGameInvite (byte LocalUserNum, tring InviterName)
delegate OnWriteProfileSettingsComplete (bool bWasSuccessful)

Functions Summary
functionbool AcceptFriendInvite (byte LocalUserNum, niqueNetId RequestingPlayer)
function AddAddFriendByNameCompleteDelegate (byte LocalUserNum, elegate<OnAddFriendByNameComplete> FriendDelegate)
functionbool AddFriend (byte LocalUserNum, niqueNetId NewFriend, ptional string Message)
functionbool AddFriendByName (byte LocalUserNum, tring FriendName, ptional string Message)
function AddFriendInviteReceivedDelegate (byte LocalUserNum, elegate<OnFriendInviteReceived> InviteDelegate)
function AddFriendMessageReceivedDelegate (byte LocalUserNum, elegate<OnFriendMessageReceived> MessageDelegate)
function AddFriendsChangeDelegate (byte LocalUserNum, elegate<OnFriendsChange> FriendsDelegate)
function AddJoinFriendGameCompleteDelegate (delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate)
function AddKeyboardInputDoneDelegate (delegate<OnKeyboardInputComplete> InputDelegate)
function AddLoginCancelledDelegate (delegate<OnLoginCancelled> CancelledDelegate)
function AddLoginChangeDelegate (delegate<OnLoginChange> LoginDelegate, ptional byte LocalUserNum = 255)
function AddLoginFailedDelegate (byte LocalUserNum, elegate<OnLoginFailed> LoginDelegate)
function AddLogoutCompletedDelegate (byte LocalUserNum, elegate<OnLogoutCompleted> LogoutDelegate)
function AddMutingChangeDelegate (delegate<OnMutingChange> MutingDelegate)
function AddReadFriendsCompleteDelegate (byte LocalUserNum, elegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate)
function AddReadProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate)
function AddReceivedGameInviteDelegate (byte LocalUserNum, elegate<OnReceivedGameInvite> ReceivedGameInviteDelegate)
function AddWriteProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate)
functionbool AreAnyFriends (byte LocalUserNum, ut array<FriendsQuery> Query)
functionbool AutoLogin ()
functionEFeaturePrivilegeLevel CanCommunicate (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanDownloadUserContent (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanPlayOnline (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanPurchaseContent (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanShowPresenceInformation (byte LocalUserNum)
functionEFeaturePrivilegeLevel CanViewPlayerProfiles (byte LocalUserNum)
function ClearAddFriendByNameCompleteDelegate (byte LocalUserNum, elegate<OnAddFriendByNameComplete> FriendDelegate)
function ClearFriendInviteReceivedDelegate (byte LocalUserNum, elegate<OnFriendInviteReceived> InviteDelegate)
function ClearFriendMessageReceivedDelegate (byte LocalUserNum, elegate<OnFriendMessageReceived> MessageDelegate)
function ClearFriendsChangeDelegate (byte LocalUserNum, elegate<OnFriendsChange> FriendsDelegate)
function ClearJoinFriendGameCompleteDelegate (delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate)
function ClearKeyboardInputDoneDelegate (delegate<OnKeyboardInputComplete> InputDelegate)
function ClearLoginCancelledDelegate (delegate<OnLoginCancelled> CancelledDelegate)
function ClearLoginChangeDelegate (delegate<OnLoginChange> LoginDelegate, ptional byte LocalUserNum = 255)
function ClearLoginFailedDelegate (byte LocalUserNum, elegate<OnLoginFailed> LoginDelegate)
function ClearLogoutCompletedDelegate (byte LocalUserNum, elegate<OnLogoutCompleted> LogoutDelegate)
function ClearMutingChangeDelegate (delegate<OnMutingChange> MutingDelegate)
function ClearReadFriendsCompleteDelegate (byte LocalUserNum, elegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate)
function ClearReadProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate)
function ClearReceivedGameInviteDelegate (byte LocalUserNum, elegate<OnReceivedGameInvite> ReceivedGameInviteDelegate)
function ClearWriteProfileSettingsCompleteDelegate (byte LocalUserNum, elegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate)
functionbool DeleteMessage (byte LocalUserNum, nt MessageIndex)
functionbool DenyFriendInvite (byte LocalUserNum, niqueNetId RequestingPlayer)
function GetFriendMessages (byte LocalUserNum, ut array<OnlineFriendMessage> FriendMessages)
functionEOnlineEnumerationReadState GetFriendsList (byte LocalUserNum, ut array<OnlineFriend> Friends, ptional int Count, ptional int StartingAt)
functionstring GetKeyboardInputResults (out byte bWasCanceled)
functionELoginStatus GetLoginStatus (byte LocalUserNum)
functionstring GetPlayerNickname (byte LocalUserNum)
functionOnlineProfileSettings GetProfileSettings (byte LocalUserNum)
functionbool GetUniquePlayerId (byte LocalUserNum, ut UniqueNetId PlayerId)
functionbool IsFriend (byte LocalUserNum, niqueNetId PlayerId)
functionbool IsMuted (byte LocalUserNum, niqueNetId PlayerId)
functionbool JoinFriendGame (byte LocalUserNum, niqueNetId Friend)
functionbool Login (byte LocalUserNum, tring LoginName, tring Password, ptional bool bWantsLocalOnly)
functionbool Logout (byte LocalUserNum)
functionbool ReadFriendsList (byte LocalUserNum, ptional int Count, ptional int StartingAt)
functionbool ReadProfileSettings (byte LocalUserNum, nlineProfileSettings ProfileSettings)
functionbool RemoveFriend (byte LocalUserNum, niqueNetId FormerFriend)
functionbool SendGameInviteToFriend (byte LocalUserNum, niqueNetId Friend, ptional string Text)
functionbool SendGameInviteToFriends (byte LocalUserNum, rray<UniqueNetId> Friends, ptional string Text)
functionbool SendMessageToFriend (byte LocalUserNum, niqueNetId Friend, tring Message)
function SetOnlineStatus (byte LocalUserNum, nt StatusId, onst out array<LocalizedStringSetting> LocalizedStringSettings, onst out array<SettingsProperty> Properties)
functionbool ShowFriendsUI (byte LocalUserNum)
functionbool ShowKeyboardUI (byte LocalUserNum, tring TitleText, tring DescriptionText, optional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256)
functionbool ShowLoginUI (optional bool bShowOnlineOnly = false)
functionbool WriteProfileSettings (byte LocalUserNum, nlineProfileSettings ProfileSettings)


Delegates Detail

OnAddFriendByNameComplete Source code

delegate OnAddFriendByNameComplete ( bool bWasSuccessful )
Called when a friend invite arrives for a local player
@param bWasSuccessful true if successfully added, false if not found or failed

OnFriendInviteReceived Source code

delegate OnFriendInviteReceived ( byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message )
Called when a friend invite arrives for a local player
@param LocalUserNum the user that is receiving the invite
@param RequestingPlayer the player sending the friend request
@param RequestingNick the nick of the player sending the friend request
@param Message the message to display to the recipient

OnFriendMessageReceived Source code

delegate OnFriendMessageReceived ( byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message )
Called when a friend invite arrives for a local player
@param LocalUserNum the user that is receiving the message
@param SendingPlayer the player sending the message
@param SendingNick the nick of the player sending the message
@param Message the message to display to the recipient

OnFriendsChange Source code

delegate OnFriendsChange ( )
Delegate used in friends list change notifications

OnJoinFriendGameComplete Source code

delegate OnJoinFriendGameComplete ( bool bWasSuccessful )
Called once the join task has completed
@param bWasSuccessful the session was found and is joinable, false otherwise

OnKeyboardInputComplete Source code

delegate OnKeyboardInputComplete ( bool bWasSuccessful )
Delegate used when the keyboard input request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnLoginCancelled Source code

delegate OnLoginCancelled ( )
Delegate used to notify when a login request was cancelled by the user

OnLoginChange Source code

delegate OnLoginChange ( )
Delegate used in login notifications

OnLoginFailed Source code

delegate OnLoginFailed ( byte LocalUserNum,EOnlineServerConnectionStatus ErrorCode )
Delegate used in notifying the UI/game that the manual login failed
@param LocalUserNum the controller number of the associated user
@param ErrorCode the async error code that occurred

OnLogoutCompleted Source code

delegate OnLogoutCompleted ( bool bWasSuccessful )
Delegate used in notifying the UI/game that the manual logout completed
@param bWasSuccessful whether the async call completed properly or not

OnMutingChange Source code

delegate OnMutingChange ( )
Delegate used in mute list change notifications

OnReadFriendsComplete Source code

delegate OnReadFriendsComplete ( bool bWasSuccessful )
Delegate used when the friends read request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnReadProfileSettingsComplete Source code

delegate OnReadProfileSettingsComplete ( bool bWasSuccessful )
Delegate used when the last read profile settings request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error

OnReceivedGameInvite Source code

delegate OnReceivedGameInvite ( byte LocalUserNum,string InviterName )
Called when the online system receives a game invite that needs handling
@param LocalUserNum the user that is receiving the invite
@param InviterName the nick name of the person sending the invite

OnWriteProfileSettingsComplete Source code

delegate OnWriteProfileSettingsComplete ( bool bWasSuccessful )
Delegate used when the last write profile settings request has completed
@param bWasSuccessful true if the async action completed without error, false if there was an error


Functions Detail

AcceptFriendInvite Source code

function bool AcceptFriendInvite ( byte LocalUserNum,UniqueNetId RequestingPlayer )
Used to accept a friend invite sent to this player
@param LocalUserNum the user the invite is for
@param RequestingPlayer the player the invite is from
@param true if successful, false otherwise

AddAddFriendByNameCompleteDelegate Source code

function AddAddFriendByNameCompleteDelegate ( byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate )
Adds the delegate used to notify the gameplay code that the user has received a friend invite
@param LocalUserNum the user associated with the notification
@param FriendDelegate the delegate to use for notifications

AddFriend Source code

function bool AddFriend ( byte LocalUserNum,UniqueNetId NewFriend,optional string Message )
Sends a friend invite to the specified player
@param LocalUserNum the user that is sending the invite
@param NewFriend the player to send the friend request to
@param Message the message to display to the recipient
@return true if successful, false otherwise

AddFriendByName Source code

function bool AddFriendByName ( byte LocalUserNum,string FriendName,optional string Message )
Sends a friend invite to the specified player nick
@param LocalUserNum the user that is sending the invite
@param FriendName the name of the player to send the invite to
@param Message the message to display to the recipient
@return true if successful, false otherwise

AddFriendInviteReceivedDelegate Source code

function AddFriendInviteReceivedDelegate ( byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate )
Adds the delegate used to notify the gameplay code that the user has received a friend invite
@param LocalUserNum the user associated with the notification
@param InviteDelegate the delegate to use for notifications

AddFriendMessageReceivedDelegate Source code

function AddFriendMessageReceivedDelegate ( byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate )
Adds the delegate used to notify the gameplay code that the user has received a friend invite
@param LocalUserNum the user associated with the notification
@param MessageDelegate the delegate to use for notifications

AddFriendsChangeDelegate Source code

function AddFriendsChangeDelegate ( byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate )
Sets the delegate used to notify the gameplay code that a friends list changed
@param LocalUserNum the user to read the friends list of
@param FriendsDelegate the delegate to use for notifications

AddJoinFriendGameCompleteDelegate Source code

function AddJoinFriendGameCompleteDelegate ( delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate )
Sets the delegate used to notify when the join friend is complete
@param JoinFriendGameCompleteDelegate the delegate to use for notifications

AddKeyboardInputDoneDelegate Source code

function AddKeyboardInputDoneDelegate ( delegate<OnKeyboardInputComplete> InputDelegate )
Adds the delegate used to notify the gameplay code that the user has completed their keyboard input
@param InputDelegate the delegate to use for notifications

AddLoginCancelledDelegate Source code

function AddLoginCancelledDelegate ( delegate<OnLoginCancelled> CancelledDelegate )
Adds a delegate to the list of delegates that are fired when a login is cancelled
@param CancelledDelegate the delegate to add to the list

AddLoginChangeDelegate Source code

function AddLoginChangeDelegate ( delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255 )
Sets the delegate used to notify the gameplay code that a login changed
@param LoginDelegate the delegate to use for notifications
@param LocalUserNum whether to watch for changes on a specific slot or all slots

AddLoginFailedDelegate Source code

function AddLoginFailedDelegate ( byte LocalUserNum,delegate<OnLoginFailed> LoginDelegate )
Sets the delegate used to notify the gameplay code that a login failed
@param LocalUserNum the controller number of the associated user
@param LoginDelegate the delegate to use for notifications

AddLogoutCompletedDelegate Source code

function AddLogoutCompletedDelegate ( byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate )
Sets the delegate used to notify the gameplay code that a logout completed
@param LocalUserNum the controller number of the associated user
@param LogoutDelegate the delegate to use for notifications

AddMutingChangeDelegate Source code

function AddMutingChangeDelegate ( delegate<OnMutingChange> MutingDelegate )
Sets the delegate used to notify the gameplay code that a muting list changed
@param MutingDelegate the delegate to use for notifications

AddReadFriendsCompleteDelegate Source code

function AddReadFriendsCompleteDelegate ( byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate )
Sets the delegate used to notify the gameplay code that the friends read request has completed
@param LocalUserNum the user to read the friends list of
@param ReadFriendsCompleteDelegate the delegate to use for notifications

AddReadProfileSettingsCompleteDelegate Source code

function AddReadProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate )
Sets the delegate used to notify the gameplay code that the last read request has completed
@param LocalUserNum which user to watch for read complete notifications
@param ReadProfileSettingsCompleteDelegate the delegate to use for notifications

AddReceivedGameInviteDelegate Source code

function AddReceivedGameInviteDelegate ( byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate )
Adds the delegate used to notify the gameplay code that the user has received a game invite
@param LocalUserNum the user associated with the notification
@param ReceivedGameInviteDelegate the delegate to use for notifications

AddWriteProfileSettingsCompleteDelegate Source code

function AddWriteProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate )
Sets the delegate used to notify the gameplay code that the last write request has completed
@param LocalUserNum which user to watch for write complete notifications
@param WriteProfileSettingsCompleteDelegate the delegate to use for notifications

AreAnyFriends Source code

function bool AreAnyFriends ( byte LocalUserNum,out array<FriendsQuery> Query )
Checks that whether a group of player ids are among the specified player's friends
@param LocalUserNum the controller number of the associated user
@param Query an array of players to check for being included on the friends list
@return TRUE if the call succeeded, FALSE otherwise

AutoLogin Source code

function bool AutoLogin ( )
Logs the player into the online service using parameters passed on the command line. Expects -Login= -Password=. If either are missing, the function returns false and doesn't start the login process
@return true if the async call started ok, false otherwise

CanCommunicate Source code

function EFeaturePrivilegeLevel CanCommunicate ( byte LocalUserNum )
Determines whether the player is allowed to use voice or text chat online
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanDownloadUserContent Source code

function EFeaturePrivilegeLevel CanDownloadUserContent ( byte LocalUserNum )
Determines whether the player is allowed to download user created content
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanPlayOnline Source code

function EFeaturePrivilegeLevel CanPlayOnline ( byte LocalUserNum )
Determines whether the player is allowed to play online
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanPurchaseContent Source code

function EFeaturePrivilegeLevel CanPurchaseContent ( byte LocalUserNum )
Determines whether the player is allowed to buy content online
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanShowPresenceInformation Source code

function EFeaturePrivilegeLevel CanShowPresenceInformation ( byte LocalUserNum )
Determines whether the player is allowed to have their online presence information shown to remote clients
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

CanViewPlayerProfiles Source code

function EFeaturePrivilegeLevel CanViewPlayerProfiles ( byte LocalUserNum )
Determines whether the player is allowed to view other people's player profile
@param LocalUserNum the controller number of the associated user
@return the Privilege level that is enabled

ClearAddFriendByNameCompleteDelegate Source code

function ClearAddFriendByNameCompleteDelegate ( byte LocalUserNum,delegate<OnAddFriendByNameComplete> FriendDelegate )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param FriendDelegate the delegate to use for notifications

ClearFriendInviteReceivedDelegate Source code

function ClearFriendInviteReceivedDelegate ( byte LocalUserNum,delegate<OnFriendInviteReceived> InviteDelegate )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param InviteDelegate the delegate to use for notifications

ClearFriendMessageReceivedDelegate Source code

function ClearFriendMessageReceivedDelegate ( byte LocalUserNum,delegate<OnFriendMessageReceived> MessageDelegate )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param MessageDelegate the delegate to use for notifications

ClearFriendsChangeDelegate Source code

function ClearFriendsChangeDelegate ( byte LocalUserNum,delegate<OnFriendsChange> FriendsDelegate )
Sets the delegate used to notify the gameplay code that a friends list changed
@param LocalUserNum the user to read the friends list of
@param FriendsDelegate the delegate to use for notifications

ClearJoinFriendGameCompleteDelegate Source code

function ClearJoinFriendGameCompleteDelegate ( delegate<OnJoinFriendGameComplete> JoinFriendGameCompleteDelegate )
Removes the delegate from the list of notifications
@param JoinFriendGameCompleteDelegate the delegate to use for notifications

ClearKeyboardInputDoneDelegate Source code

function ClearKeyboardInputDoneDelegate ( delegate<OnKeyboardInputComplete> InputDelegate )
Clears the delegate used to notify the gameplay code that the user has completed their keyboard input
@param InputDelegate the delegate to use for notifications

ClearLoginCancelledDelegate Source code

function ClearLoginCancelledDelegate ( delegate<OnLoginCancelled> CancelledDelegate )
Removes the specified delegate from the notification list
@param CancelledDelegate the delegate to remove fromt he list

ClearLoginChangeDelegate Source code

function ClearLoginChangeDelegate ( delegate<OnLoginChange> LoginDelegate,optional byte LocalUserNum = 255 )
Removes the specified delegate from the notification list
@param LoginDelegate the delegate to use for notifications
@param LocalUserNum whether to watch for changes on a specific slot or all slots

ClearLoginFailedDelegate Source code

function ClearLoginFailedDelegate ( byte LocalUserNum,delegate<OnLoginFailed> LoginDelegate )
Removes the specified delegate from the notification list
@param LocalUserNum the controller number of the associated user
@param LoginDelegate the delegate to use for notifications

ClearLogoutCompletedDelegate Source code

function ClearLogoutCompletedDelegate ( byte LocalUserNum,delegate<OnLogoutCompleted> LogoutDelegate )
Removes the specified delegate from the notification list
@param LocalUserNum the controller number of the associated user
@param LogoutDelegate the delegate to use for notifications

ClearMutingChangeDelegate Source code

function ClearMutingChangeDelegate ( delegate<OnMutingChange> MutingDelegate )
Clears the delegate used to notify the gameplay code that a muting list changed
@param MutingDelegate the delegate to use for notifications

ClearReadFriendsCompleteDelegate Source code

function ClearReadFriendsCompleteDelegate ( byte LocalUserNum,delegate<OnReadFriendsComplete> ReadFriendsCompleteDelegate )
Clears the delegate used to notify the gameplay code that the friends read request has completed
@param LocalUserNum the user to read the friends list of
@param ReadFriendsCompleteDelegate the delegate to use for notifications

ClearReadProfileSettingsCompleteDelegate Source code

function ClearReadProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnReadProfileSettingsComplete> ReadProfileSettingsCompleteDelegate )
Searches the existing set of delegates for the one specified and removes it from the list
@param LocalUserNum which user to watch for read complete notifications
@param ReadProfileSettingsCompleteDelegate the delegate to find and clear

ClearReceivedGameInviteDelegate Source code

function ClearReceivedGameInviteDelegate ( byte LocalUserNum,delegate<OnReceivedGameInvite> ReceivedGameInviteDelegate )
Removes the delegate specified from the list
@param LocalUserNum the user associated with the notification
@param ReceivedGameInviteDelegate the delegate to use for notifications

ClearWriteProfileSettingsCompleteDelegate Source code

function ClearWriteProfileSettingsCompleteDelegate ( byte LocalUserNum,delegate<OnWriteProfileSettingsComplete> WriteProfileSettingsCompleteDelegate )
Clears the delegate used to notify the gameplay code that the last write request has completed
@param LocalUserNum which user to watch for write complete notifications
@param WriteProfileSettingsCompleteDelegate the delegate to use for notifications

DeleteMessage Source code

function bool DeleteMessage ( byte LocalUserNum,int MessageIndex )
Deletes a message from the list of messages
@param LocalUserNum the user that is deleting the message
@param MessageIndex the index of the message to delete
@return true if the message was deleted, false otherwise

DenyFriendInvite Source code

function bool DenyFriendInvite ( byte LocalUserNum,UniqueNetId RequestingPlayer )
Used to deny a friend request sent to this player
@param LocalUserNum the user the invite is for
@param RequestingPlayer the player the invite is from
@param true if successful, false otherwise

GetFriendMessages Source code

function GetFriendMessages ( byte LocalUserNum,out array<OnlineFriendMessage> FriendMessages )
Returns the list of messages for the specified player
@param LocalUserNum the local player wanting to join
@param FriendMessages the set of messages cached locally for the player

GetFriendsList Source code

function EOnlineEnumerationReadState GetFriendsList ( byte LocalUserNum,out array<OnlineFriend> Friends,optional int Count,optional int StartingAt )
Copies the list of friends for the player previously retrieved from the online service. The list can be retrieved in whole or in part.
@param LocalUserNum the user to read the friends list of
@param Friends the out array that receives the copied data
@param Count the number of friends to read or zero for all
@param StartingAt the index of the friends list to start at (for pulling partial lists)
@return OERS_Done if the read has completed, otherwise one of the other states

GetKeyboardInputResults Source code

function string GetKeyboardInputResults ( out byte bWasCanceled )
Fetches the results of the input
@param bWasCanceled whether the user cancelled the input or not
@return the string entered by the user. Note the string will be empty if it fails validation

GetLoginStatus Source code

function ELoginStatus GetLoginStatus ( byte LocalUserNum )
Fetches the login status for a given player
@param LocalUserNum the controller number of the associated user
@return the enum value of their status

GetPlayerNickname Source code

function string GetPlayerNickname ( byte LocalUserNum )
Reads the player's nick name from the online service
@param LocalUserNum the controller number of the associated user
@return a string containing the players nick name

GetProfileSettings Source code

function OnlineProfileSettings GetProfileSettings ( byte LocalUserNum )
Returns the online profile settings for a given user
@param LocalUserNum the user that we are reading the data for
@return the profile settings object

GetUniquePlayerId Source code

function bool GetUniquePlayerId ( byte LocalUserNum,out UniqueNetId PlayerId )
Gets the platform specific unique id for the specified player
@param LocalUserNum the controller number of the associated user
@param PlayerId the byte array that will receive the id
@return TRUE if the call succeeded, FALSE otherwise

IsFriend Source code

function bool IsFriend ( byte LocalUserNum,UniqueNetId PlayerId )
Checks that a unique player id is part of the specified user's friends list
@param LocalUserNum the controller number of the associated user
@param PlayerId the id of the player being checked
@return TRUE if a member of their friends list, FALSE otherwise

IsMuted Source code

function bool IsMuted ( byte LocalUserNum,UniqueNetId PlayerId )
Checks that a unique player id is on the specified user's mute list
@param LocalUserNum the controller number of the associated user
@param PlayerId the id of the player being checked
@return TRUE if the player should be muted, FALSE otherwise

JoinFriendGame Source code

function bool JoinFriendGame ( byte LocalUserNum,UniqueNetId Friend )
Allows the local player to follow a friend into a game
@param LocalUserNum the local player wanting to join
@param Friend the player that is being followed
@return true if the async call worked, false otherwise

Login Source code

function bool Login ( byte LocalUserNum,string LoginName,string Password,optional bool bWantsLocalOnly )
Logs the player into the online service. If this fails, it generates a OnLoginFailed notification
@param LocalUserNum the controller number of the associated user
@param LoginName the unique identifier for the player
@param Password the password for this account
@param bWantsLocalOnly whether the player wants to sign in locally only or not
@return true if the async call started ok, false otherwise

Logout Source code

function bool Logout ( byte LocalUserNum )
Signs the player out of the online service
@param LocalUserNum the controller number of the associated user
@return TRUE if the call succeeded, FALSE otherwise

ReadFriendsList Source code

function bool ReadFriendsList ( byte LocalUserNum,optional int Count,optional int StartingAt )
Starts an async task that retrieves the list of friends for the player from the online service. The list can be retrieved in whole or in part.
@param LocalUserNum the user to read the friends list of
@param Count the number of friends to read or zero for all
@param StartingAt the index of the friends list to start at (for pulling partial lists)
@return true if the read request was issued successfully, false otherwise

ReadProfileSettings Source code

function bool ReadProfileSettings ( byte LocalUserNum,OnlineProfileSettings ProfileSettings )
Reads the online profile settings for a given user
@param LocalUserNum the user that we are reading the data for
@param ProfileSettings the object to copy the results to and contains the list of items to read
@return true if the call succeeds, false otherwise

RemoveFriend Source code

function bool RemoveFriend ( byte LocalUserNum,UniqueNetId FormerFriend )
Removes a friend from the player's friend list
@param LocalUserNum the user that is removing the friend
@param FormerFriend the player to remove from the friend list
@return true if successful, false otherwise

SendGameInviteToFriend Source code

function bool SendGameInviteToFriend ( byte LocalUserNum,UniqueNetId Friend,optional string Text )
Sends an invitation to play in the player's current session
@param LocalUserNum the user that is sending the invite
@param Friend the player to send the invite to
@param Text the text of the message for the invite
@return true if successful, false otherwise

SendGameInviteToFriends Source code

function bool SendGameInviteToFriends ( byte LocalUserNum,array<UniqueNetId> Friends,optional string Text )
Sends invitations to play in the player's current session
@param LocalUserNum the user that is sending the invite
@param Friends the player to send the invite to
@param Text the text of the message for the invite
@return true if successful, false otherwise

SendMessageToFriend Source code

function bool SendMessageToFriend ( byte LocalUserNum,UniqueNetId Friend,string Message )
Sends a message to a friend
@param LocalUserNum the user that is sending the message
@param Friend the player to send the message to
@param Message the message to display to the recipient
@return true if successful, false otherwise

SetOnlineStatus Source code

function SetOnlineStatus ( byte LocalUserNum,int StatusId,const out array<LocalizedStringSetting> LocalizedStringSettings,const out array<SettingsProperty> Properties )
Sets the online status information to use for the specified player. Used to tell other players what the player is doing (playing, menus, away, etc.)
@param LocalUserNum the controller number of the associated user
@param StatusId the status id to use (maps to strings where possible)
@param LocalizedStringSettings the list of localized string settings to set
@param Properties the list of properties to set

ShowFriendsUI Source code

function bool ShowFriendsUI ( byte LocalUserNum )
Displays the UI that shows a user's list of friends
@param LocalUserNum the controller number of the associated user
@return TRUE if it was able to show the UI, FALSE if it failed

ShowKeyboardUI Source code

function bool ShowKeyboardUI ( byte LocalUserNum,string TitleText,string DescriptionText, optional bool bIsPassword = false, optional bool bShouldValidate = true, optional string DefaultText, optional int MaxResultLength = 256 )
Displays the UI that shows the keyboard for inputing text
@param LocalUserNum the controller number of the associated user
@param TitleText the title to display to the user
@param DescriptionText the text telling the user what to input
@param bIsPassword whether the item being entered is a password or not
@param bShouldValidate whether to apply the string validation API after input or not
@param DefaultText the default string to display
@param MaxResultLength the maximum length string expected to be filled in
@return TRUE if it was able to show the UI, FALSE if it failed

ShowLoginUI Source code

function bool ShowLoginUI ( optional bool bShowOnlineOnly = false )
Displays the UI that prompts the user for their login credentials. Each platform handles the authentication of the user's data.
@param bShowOnlineOnly whether to only display online enabled profiles or not
@return TRUE if it was able to show the UI, FALSE if it failed

WriteProfileSettings Source code

function bool WriteProfileSettings ( byte LocalUserNum,OnlineProfileSettings ProfileSettings )
Writes the online profile settings for a given user to the online data store
@param LocalUserNum the user that we are writing the data for
@param ProfileSettings the list of settings to write out
@return true if the call succeeds, false otherwise


Defaultproperties

defaultproperties
{
   Name="Default__OnlinePlayerInterface"
   ObjectArchetype=Interface'Core.Default__Interface'
}

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Creation time: sk 18-3-2018 10:00:40.184 - Created with UnCodeX