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UDiscordRpc Class Reference

#include <DiscordRpcBlueprint.h>

Inheritance diagram for UDiscordRpc:
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Collaboration diagram for UDiscordRpc:
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Public Member Functions

 UFUNCTION (BlueprintCallable, meta=(DisplayName="Initialize connection", Keywords="Discord rpc"), Category="Discord") void Initialize(const FString &applicationId
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="Shut down connection", Keywords="Discord rpc"), Category="Discord") void Shutdown()
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="Check for callbacks", Keywords="Discord rpc"), Category="Discord") void RunCallbacks()
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="Send presence", Keywords="Discord rpc"), Category="Discord") void UpdatePresence()
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="Clear presence", Keywords="Discord rpc"), Category="Discord") void ClearPresence()
 
 UFUNCTION (BlueprintCallable, meta=(DisplayName="Respond to join request", Keywords="Discord rpc"), Category="Discord") void Respond(const FString &userId
 
 UPROPERTY (BlueprintReadOnly, meta=(DisplayName="Is Discord connected", Keywords="Discord rpc"), Category="Discord") bool IsConnected
 
 UPROPERTY (BlueprintAssignable, meta=(DisplayName="On connection", Keywords="Discord rpc"), Category="Discord") FDiscordConnected OnConnected
 
 UPROPERTY (BlueprintAssignable, meta=(DisplayName="On disconnection", Keywords="Discord rpc"), Category="Discord") FDiscordDisconnected OnDisconnected
 
 UPROPERTY (BlueprintAssignable, meta=(DisplayName="On error message", Keywords="Discord rpc"), Category="Discord") FDiscordErrored OnErrored
 
 UPROPERTY (BlueprintAssignable, meta=(DisplayName="When Discord user presses join", Keywords="Discord rpc"), Category="Discord") FDiscordJoin OnJoin
 
 UPROPERTY (BlueprintAssignable, meta=(DisplayName="When Discord user presses spectate", Keywords="Discord rpc"), Category="Discord") FDiscordSpectate OnSpectate
 
 UPROPERTY (BlueprintAssignable, meta=(DisplayName="When Discord another user sends a join request", Keywords="Discord rpc"), Category="Discord") FDiscordJoinRequest OnJoinRequest
 
 UPROPERTY (BlueprintReadWrite, meta=(DisplayName="Rich presence info", Keywords="Discord rpc"), Category="Discord") FDiscordRichPresence RichPresence
 

Public Attributes

bool autoRegister
 
bool const FString & optionalSteamId
 
int reply
 

Detailed Description

Member Function Documentation

◆ UFUNCTION() [1/6]

UDiscordRpc::UFUNCTION ( BlueprintCallable  ,
meta  = (DisplayName = "Initialize connection", Keywords = "Discord rpc"),
Category  = "Discord" 
) const &

◆ UFUNCTION() [2/6]

UDiscordRpc::UFUNCTION ( BlueprintCallable  ,
meta  = (DisplayName="Shut down connection", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UFUNCTION() [3/6]

UDiscordRpc::UFUNCTION ( BlueprintCallable  ,
meta  = (DisplayName="Check for callbacks", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UFUNCTION() [4/6]

UDiscordRpc::UFUNCTION ( BlueprintCallable  ,
meta  = (DisplayName="Send presence", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UFUNCTION() [5/6]

UDiscordRpc::UFUNCTION ( BlueprintCallable  ,
meta  = (DisplayName="Clear presence", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UFUNCTION() [6/6]

UDiscordRpc::UFUNCTION ( BlueprintCallable  ,
meta  = (DisplayName = "Respond to join request", Keywords = "Discord rpc"),
Category  = "Discord" 
) const &

◆ UPROPERTY() [1/8]

UDiscordRpc::UPROPERTY ( BlueprintReadOnly  ,
meta  = (DisplayName="Is Discord connected", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UPROPERTY() [2/8]

UDiscordRpc::UPROPERTY ( BlueprintAssignable  ,
meta  = (DisplayName="On connection", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UPROPERTY() [3/8]

UDiscordRpc::UPROPERTY ( BlueprintAssignable  ,
meta  = (DisplayName="On disconnection", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UPROPERTY() [4/8]

UDiscordRpc::UPROPERTY ( BlueprintAssignable  ,
meta  = (DisplayName="On error message", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UPROPERTY() [5/8]

UDiscordRpc::UPROPERTY ( BlueprintAssignable  ,
meta  = (DisplayName="When Discord user presses join", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UPROPERTY() [6/8]

UDiscordRpc::UPROPERTY ( BlueprintAssignable  ,
meta  = (DisplayName="When Discord user presses spectate", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UPROPERTY() [7/8]

UDiscordRpc::UPROPERTY ( BlueprintAssignable  ,
meta  = (DisplayName="When Discord another user sends a join request", Keywords="Discord rpc"),
Category  = "Discord" 
)

◆ UPROPERTY() [8/8]

UDiscordRpc::UPROPERTY ( BlueprintReadWrite  ,
meta  = (DisplayName="Rich presence info", Keywords="Discord rpc"),
Category  = "Discord" 
)

Member Data Documentation

◆ autoRegister

bool UDiscordRpc::autoRegister

◆ optionalSteamId

bool const FString& UDiscordRpc::optionalSteamId

◆ reply

int UDiscordRpc::reply

The documentation for this class was generated from the following file: