| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UCLASS(MinimalAPI) | |
| class ULyraGameplayRpcRegistrationComponent : public UExternalRpcRegistrationComponent | |
| { | |
| GENERATED_BODY() | |
| protected: | |
| static UE_API ULyraGameplayRpcRegistrationComponent* ObjectInstance; | |
| public: | |
| static UE_API ULyraGameplayRpcRegistrationComponent* GetInstance(); | |
| /** | |
| * Basic function that converts any request into a proper Json body. | |
| */ | |
| UE_API TSharedPtr<FJsonObject> GetJsonObjectFromRequestBody(TArray<uint8> InRequestBody); | |
| UE_API virtual void DeregisterHttpCallbacks() override; | |
| // These are RPCs that should always be enabled, no matter what state the game is in. They | |
| UE_API virtual void RegisterAlwaysOnHttpCallbacks() override; | |
| /** | |
| * This is an example RPC that shows how to interact with request bodies and gather passed in values for use in game code. | |
| */ | |
| UE_API bool HttpExecuteCheatCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete); | |
| // These are RPCs that should only be enabled while we are in the frontend. | |
| UE_API virtual void RegisterFrontendHttpCallbacks(); | |
| //bool HttpSetMatchType(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete); | |
| // These are RPCs that should only be enabled while we are in a match | |
| UE_API virtual void RegisterInMatchHttpCallbacks(); | |
| /** | |
| * This is an example RPC that shows how you can use requests to cause in-game input. | |
| */ | |
| UE_API bool HttpFireOnceCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete); | |
| /** | |
| * This is an example RPC that shows how you can put together a response for consumption. | |
| */ | |
| UE_API bool HttpGetPlayerVitalsCommand(const FHttpServerRequest& Request, const FHttpResultCallback& OnComplete); | |
| }; | |