FCavrnusSpaceInfo (Unreal Engine)

This is the live info about a given Space. It can be used to create a Spaces List, like the one provided in Cavrnus by default.

Navigation

Cavrnus C++ API Reference > Cavrnus Types

References

Module

CavrnusSpatialConnector

Header

<Project>/Plugins/CavrnusConnector/Source/CavrnusConnector/Public/Types/CavrnusSpaceInfo.h

Include

#include “Types/CavrnusSpaceInfo.h”

Syntax

struct FCavrnusAuthentication(const FString& Token) : Token(Token)

Variables

 

Type

Name

Description

 

Type

Name

Description

 

FString

SpaceName

 

 

FString

SpaceId

 

 

FString

SpaceThumbnail

 

 

FDateTime

LastAccess

 

Constructors

 

Type

Name

Description

 

Type

Name

Description

 

 

FCavrnusAuthentication(const FString& Token)
: Token(Token

  • Constructor to initialize the FCavrnusAuthentication with a given token.

  • @param Token The authentication token

Remarks

  • The FCavrnusSpaceInfo structure contains the current name of the space, its unique ID, and a link to its thumbnail.

  • This information is used for building space selection UIs.

  • This represents the most up-to-date info we have on a current Space. It is mostly used for building space selection UI.

  • To get a list of available CavrnusSpaceInfos, you can call FetchJoinableSpaces or BindJoinableSpaces.

  • SpaceName is the current name of the space.

  • Id is the unique SpaceId. This is the string you will pass into JoinSpace.

  • SpaceThumbnail is the link to the space’s Thumbnail, if one is assigned. Note that in the current SDK most spaces will not have useful thumbnails unless you make them yourself.

  • LastAccess is the last time the current user joined that space. If they have never joined its value will be FDateTime::MinValue().

Sample Code

#include "CavrnusFunctionLibrary.h" #include "Types/CavrnusSpaceInfo.h" // ... (Other includes and class definitions) void AMyActor::DisplaySpaceList(const TArray<FCavrnusSpaceInfo>& Spaces) { for (const FCavrnusSpaceInfo& Space : Spaces) { UE_LOG(LogTemp, Display, TEXT("Space ID: %s, Name: %s"), *Space.Id, *Space.Name); // Optionally, display the thumbnail using Space.ThumbnailUrl // ... (Code to load and display the image) } } void AMyActor::FetchSpaces() { UCavrnusFunctionLibrary::FetchJoinableSpaces(FOnJoinableSpacesDelegate::CreateUObject(this, &AMyActor::DisplaySpaceList)); }

 

 

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