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.
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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 |
---|---|---|---|
| FString | SpaceName |
|
| FString | SpaceId |
|
| FString | SpaceThumbnail |
|
| FDateTime | LastAccess |
|
Constructors
| Type | Name | Description |
---|---|---|---|
|
| FCavrnusAuthentication(const FString& 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 beFDateTime::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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