FCavrnusSpaceConnection (Unreal Engine)
Represents a user’s live connection to a specific Cavrnus Space.
Navigation
Cavrnus C++ API Reference > Cavrnus Types
References
Module | CavrnusSpatialConnector |
---|---|
Header | <Project>/Plugins/CavrnusConnector/Source/CavrnusConnector/Public/Types/CavrnusSpaceConnection.h |
Include | #include "Types/CavrnusSpaceConnection.h" |
Syntax
struct FCavrnusSpaceConnection(int SpaceConnectionId) : SpaceConnectionId(SpaceConnectionId)
Variables
 | Type | Name | Description |
---|---|---|---|
 | int | SpaceConnectionId | Unique identifier for the space connection |
 | FString | LocalUserConnectionId | Identifier for the local user's connection |
 | FString | LocalUserContainerName | Name of the container associated with the local user |
Constructors
 | Type | Name | Description |
---|---|---|---|
 |  | FCavrnusSpaceConnection(int SpaceConnectionId) |
|
 |  | FCavrnusSpaceConnection(int InSpaceConnectionId, const FString& InLocalUserConnectionId, const FString& InLocalUserContainerName) |
|
Remarks
The FCavrnusSpaceConnection is required for most API function calls: joining, leaving, fetching information, accessing properties, etc.
Stores information like the connection ID and associated containers.
Since the FCavrnusSpaceConnection takes awhile to arrive after calling JoinSpace, the best way to get a hold of it is to call AwaitAnySpaceConnection and use the result.
Sample Code
#include "CavrnusFunctionLibrary.h" // Include the library to access Cavrnus functions
#include "Types/CavrnusSpaceConnection.h" // Include the definition of FCavrnusSpaceConnection
// ... (other includes and class definitions)
void AMyActor::JoinCavrnusSpace(const FString& SpaceId)
{
// Join the space (assuming you have a valid SpaceId)
UCavrnusFunctionLibrary::JoinSpace(SpaceId, FOnJoinSpaceDelegate::CreateUObject(this, &AMyActor::OnJoinSpaceCompleted));
}
void AMyActor::OnJoinSpaceCompleted(FCavrnusSpaceConnection SpaceConnection, bool bWasSuccessful)
{
if (bWasSuccessful)
{
// Successfully joined the space!
// Store the SpaceConnection object for later use
MySpaceConnection = SpaceConnection;
// Access information about the space
FString ContainerId = MySpaceConnection.LocalUserContainerId;
int32 ConnectionId = MySpaceConnection.ConnectionId;
// ... (Use the connection to interact with properties, users, etc.)
}
else
{
// Handle joining failure
UE_LOG(LogTemp, Warning, TEXT("Failed to join Cavrnus space."));
}
}
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