| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UObject; | |
| struct FFrame; | |
| UENUM() | |
| enum class EBlueprintExposedNetMode : uint8 | |
| { | |
| /** Standalone: a game without networking, with one or more local players. Still considered a server because it has all server functionality. */ | |
| Standalone, | |
| /** Dedicated server: server with no local players. */ | |
| DedicatedServer, | |
| /** Listen server: a server that also has a local player who is hosting the game, available to other players on the network. */ | |
| ListenServer, | |
| /** | |
| * Network client: client connected to a remote server. | |
| * Note that every mode less than this value is a kind of server, so checking NetMode < NM_Client is always some variety of server. | |
| */ | |
| Client | |
| }; | |
| UCLASS() | |
| class ULyraActorUtilities : public UBlueprintFunctionLibrary | |
| { | |
| GENERATED_BODY() | |
| public: | |
| /** | |
| * Get the network mode (dedicated server, client, standalone, etc...) for an actor or component. | |
| */ | |
| UFUNCTION(BlueprintCallable, Category="Lyra", meta=(WorldContext="WorldContextObject", ExpandEnumAsExecs=ReturnValue)) | |
| static EBlueprintExposedNetMode SwitchOnNetMode(const UObject* WorldContextObject); | |
| }; | |