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FOnlineSessionSearchAccelByte Class Reference

#include <OnlineSessionInterfaceV2AccelByte.h>

Inheritance diagram for FOnlineSessionSearchAccelByte:

Public Member Functions

 FOnlineSessionSearchAccelByte (const TSharedRef< FOnlineSessionSearch > &InBaseSearch)
FUniqueNetIdPtr GetSearchingPlayerId () const
FString GetTicketId () const
FName GetSearchingSessionName () const
TSharedPtr< FJsonObject > & GetSearchStorage ()
bool GetIsP2PMatchmaking () const
void SetIsP2PMatchmaking (const bool IsP2PMatchmaking)
void SetSearchStorage (TSharedPtr< FJsonObject > const &JsonObject)

Public Attributes

FAccelByteModelsGameSessionExcludedSession GameSessionExclusion = FAccelByteModelsGameSessionExcludedSession::CreateNoExclusion()
PACKAGE_SCOPE : FUniqueNetIdPtr SearchingPlayerId{nullptr}
FString TicketId {}
FName SearchingSessionName {}
FString MatchPool {}
TArray< FString > CrossPlatforms {}
TSharedPtr< FJsonObject > SearchStorage {}
bool bIsP2PMatchmaking {false}

Detailed Description

AccelByte specific subclass for an online session search handle. Stores ticket ID and matchmaking user ID for retrieval later.

Member Data Documentation

◆ bIsP2PMatchmaking

bool FOnlineSessionSearchAccelByte::bIsP2PMatchmaking {false}

Flag to check if the current matchmaking is for P2P and getting the latencies from turn server list.

◆ CrossPlatforms

TArray<FString> FOnlineSessionSearchAccelByte::CrossPlatforms {}

The list of available platforms for cross platform matchmaking

◆ MatchPool

FString FOnlineSessionSearchAccelByte::MatchPool {}

Name of the match pool used in current matchmaking

◆ SearchingSessionName

FName FOnlineSessionSearchAccelByte::SearchingSessionName {}

Name of the local session that we intend to matchmake for

◆ SearchStorage

TSharedPtr<FJsonObject> FOnlineSessionSearchAccelByte::SearchStorage {}

Additional shared data not considered for matchmaking

◆ TicketId

FString FOnlineSessionSearchAccelByte::TicketId {}

ID of the ticket a player is apart of for the search