Plain data structure representing an AccelByte user that is cached locally. More...
#include <OnlineUserCacheAccelByte.h>
Public Attributes | |
| TSharedPtr< const FUniqueNetIdAccelByteUser > | Id { nullptr } |
| Composite ID representation for this user, platform information may be blank if we cannot retrieve these values. | |
| FString | DisplayName {} |
| Display name for the user on our platform. | |
| FString | UniqueDisplayName {} |
| Platform display name for the user. | |
| FString | PublicCode {} |
| Generated public user identifier code, usually used as a friend code. | |
| FString | GameAvatarUrl {} |
| URL for an avatar for this user at the game level, may be blank if the user does not have one. | |
| FString | PublisherAvatarUrl {} |
| URL for an avatar for this user at the publisher level, may be blank if the user does not have one. | |
| FJsonObject | CustomAttributes {} |
| Custom attributes of the user's profile. | |
| TArray< FAccelByteLinkedUserInfo > | LinkedPlatformInfo |
| Array of user linked platform information. | |
Friends | |
| class | FOnlineAsyncTaskAccelByteQueryUsersByIds |
| class | FOnlineUserCacheAccelByte |
Plain data structure representing an AccelByte user that is cached locally.
Will contain their composite ID, as well as basic data about that user.
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friend |
Setting the query async task as a friend class to set importance and last accessed
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friend |
Setting the user cache as a friend class to set importance and last accessed