Room Members¶
A room member is a player within a room. Each room can contain several room members, up to the maximum capacity. A room member is represented in the Strix Unreal SDK by a Strix Room Member struct, which is a container of the room member properties.
A Strix Room Member struct, as a model of member properties, is not used for object synchronization. Rather, it represents identifying characteristics of a player, such as their name, rank, class type, etc., that the server should keep track of.
Room Member Properties¶
A room member has several properties. The name of the member and their custom properties can be set through Blueprints, but the ID values are determined by the server and are read-only.
Name |
Type |
Description |
Variable Name |
Edit |
primaryKey |
Integer |
The primary key (a unique ID) |
Id |
No |
roomId |
Integer |
The primary key of the member’s room |
Room Id |
No |
name |
String |
The name of the room member |
Name |
Yes |
properties |
Strix Property Map |
Set of user defined custom properties |
Properties |
Yes |
Name: The logical name of the room member property as managed on the server. This is used in a property map when joining a room, for example.
Type: The data type of the room member property as exposed to Blueprint scripts.
Variable name: The name of the corresponding member variable in Strix Room Member struct as exposed to Blueprint scripts.
Edit: Whether you can edit the property value by calling SetRoomMember function or can specify the value when joining a room.
Note
Various cautions and other notes on handling room properties also applies to room member properties. See Room Properties, especially notes below the table.
Note
The primaryKey (Id) of a room member is not a permanent identifier for a player. If a player leaves a room and joins the same room again, they are considered a new member and get a new primaryKey for their Strix Room Member struct.
See the Rooms in the Game Loop for information on how to get, use and set these properties.