Limen Framework 0.1 Help

ULimenSteamOnlineManager

Overview

ULimenSteamOnlineManager is a subsystem that integrates with Steam's matchmaking system to handle lobby creation, joining, and management. It provides a set of functions and delegates to interact with the Steam API, allowing for real-time communication and game server connections within lobbies.

Properties

Type

Name

Access

Description

FLimenLobbyDelegate

OnLobbyCreated

Public

Delegate triggered when a lobby is successfully created.

FLimenLobbyDelegate

OnLobbyJoined

Public

Delegate triggered when the player joins an existing lobby.

FLimenLobbyDelegate

OnLobbyGameServerSet

Public

Delegate triggered when a game server is set for the current lobby.

FLimenLobbyDelegate

OnLobbyMemberUpdated

Public

Delegate triggered when a member's status in the lobby changes.

FLimenLobbyDelegate

OnMemberDataUpdated

Public

Delegate triggered when member data is updated.

FLimenLobbyDelegate

OnMemberAvatarLoaded

Public

Delegate triggered when a member's avatar image is loaded.

Functions

Return Type

Signature

Description

ELimenLobbyType

FromSteamLobbyType(ELobbyType Type)

Converts Steam's lobby type to Limen's lobby type.

ELobbyType

FromLimenLobbyType(ELimenLobbyType Type)

Converts Limen's lobby type to Steam's lobby type.

void

SetLobbyGameServerP2P()

Sets the game server for the current lobby using P2P communication.

void

ConnectToGameServer()

Connects the player to the game server set in the current lobby.

void

CreateLobby(ELimenLobbyType Type, int32 MaxMembers)

Creates a new lobby with specified type and maximum members.

void

LeaveLobby()

Leaves the current lobby.

bool

IsInLobby()

Checks if the player is currently in a lobby.

bool

IsLobbyHost()

Determines if the player is the host of the current lobby.

TArray<FLimenOnlineUser>

GetLobbyParticipants()

Retrieves an array of users currently participating in the lobby.

Usage & Implementation Notes

  • Threading Constraints: All Steam API calls are made on the game thread due to their blocking nature.

  • Replication Requirements: None.

  • Memory Lifetime Management: The subsystem manages memory for textures created from RGBA data, ensuring they are properly released when no longer needed.

  • Initialization Dependencies: The subsystem depends on SteamAPI being initialized before use.

22 May 2026