UnregisterAll

method
UnregisterAll<public>(): void

Removes all previously registered `agent`s when using the *CanBeHeardBy* Registered Players or NonRegisteredPlayers options.

Module
/Fortnite.com/Devices
Declared in
audio_mixer_device
Source
fortnite

Used in

PropHuntTemplate / Heartbeat verse-source
# Iterate through all VFX and move them to 0,0,0.
        for (HeartBeatVFXDevice : AgentVFX):
            HeartBeatVFXDevice.Deactivate()

        # Unregister all players from the heart beat audio.
        SFXPlayer.UnregisterAll()

        # Reinitialize the heartbeat counter to 0
        set NumberOfHeartBeats = 0

# The heartbeat_warning_ui class contains a struct of data to track the UI canvas and text_block per player as well as the function to create a new heartbeat warning UI canvas.
heartbeat_warning_ui := class:
GamePlay / Checkpoint Device verse-source
# Play sound for all players
                #UnlockSound.Play()
            else:
                # Play sound only for the activating player
                UnlockSound.Register(ActivatingAgent)
                UnlockSound.Play(ActivatingAgent)
        UnlockSound.UnregisterAll()
        UnlockSound.Disable()

    # Function to enable map indicator
    EnableMapIndicator():void=
        MapIndicator.Enable()
DatalayerSystem / Datalayers Module verse-source
for (AudioDevice : AmbientAudio):
            #AudioDevice.Stop()
            AudioDevice.UnregisterAll
            #AudioDevice.Disable()
        for (RadioDevice : AmbientRadio):
            RadioDevice.UnregisterAll
            #RadioDevice.Stop()

    ################################################################################################
MiniGameSystem / Minigame Controller verse-source
MinigameUnregisterAll():void =
        Logger.Print("{MinigameName} - Unregistering All Players from {MinigameName}...")
        # Clear the registered players list
        set RegisteredPlayers = array{}
        PlayerCounter.UnregisterAll()
                    
    SetupPopupDialogDevice():void=
        Logger.Print("{MinigameName} - Setting up the Join Minigame Popup Dialog Device.")
        CurrentPlayers := PlayerCounter.GetCount()
        TargetPlayers := PlayerCounter.GetTargetCount()
        if (PopupDialogDevice := JoinMinigamePopupDialogDevice?):