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This class is responsible for mapping properties in an OnlineGameSettings object to something that the UI system can consume.
Core.Object
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+-- Engine.UIRoot
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+-- Engine.UIDataProvider
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+-- Engine.UIDataProvider_OnlinePlayerDataBase
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+-- Engine.UIDataProvider_OnlineProfileSettings
| Variables Summary | |
|---|---|
| bool | bWasErrorLastRead |
| OnlineProfileSettings | Profile |
| array<ProfileSettingsArrayProvider> | ProfileSettingsArrayProviders |
| name | ProviderName |
| Inherited Variables from Engine.UIDataProvider_OnlinePlayerDataBase |
|---|
| Player |
| Inherited Variables from Engine.UIDataProvider |
|---|
| ProviderChangedNotifies, WriteAccessType |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.UIDataProvider |
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| EProviderAccessType |
| Structures Summary | ||
|---|---|---|
| ProfileSettingsArrayProvider ProfileSettingsId, ProfileSettingsName, Provider | ||
| Inherited Structures from Engine.UIDataProvider |
|---|
| UIDataProviderField |
| Functions Summary | ||
|---|---|---|
![]() | OnLoginChange ())) | |
![]() | OnReadProfileComplete (bool bWasSuccessful)) | |
![]() | OnRegister (LocalPlayer InPlayer)) | |
![]() | OnUnregister ())) | |
![]() | bool | SaveProfileData ())) |
| Inherited Functions from Engine.UIDataProvider_OnlinePlayerDataBase |
|---|
| OnRegister, OnUnregister |
| Variables Detail |
|---|
If there was an error, it was possible the read was already in progress. This indicates to re-read upon a good completion
The profile settings that are used to load/save with the online subsystem
The list of mappings from settings id to their provider
For displaying in the provider tree
| Structures Detail |
|---|
var int ProfileSettingsId;};
var name ProfileSettingsName;
var UIDataProvider_OnlineProfileSettingsArray Provider;
Keeps a list of providers for each profile settings id
ProfileSettingsId:The profile settings id that this provider is forProfileSettingsName:Cached to avoid extra look upsProvider:The provider object to expose the data with
| Functions Detail |
|---|
OnLoginChange Source codeExecutes a refetching of the profile data when the login for this player changes
OnReadProfileComplete Source codeHandles the notification that the async read of the profile data is done
@param bWasSuccessful whether the call succeeded or not
OnRegister Source codeBinds the player to this provider. Starts the async friends list gathering
@param InPlayer the player that we are retrieving friends for
OnUnregister Source codeClears our delegate for getting login change notifications
SaveProfileData Source codeWrites the profile data to the online subsystem for this user
| Defaultproperties |
|---|
defaultproperties
{
ProviderName="ProfileData"
WriteAccessType=ACCESS_WriteAll
Name="Default__UIDataProvider_OnlineProfileSettings"
ObjectArchetype=UIDataProvider_OnlinePlayerDataBase'Engine.Default__UIDataProvider_OnlinePlayerDataBase'
}
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| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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