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UNetConnection

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Inheritance Hierarchy

Syntax

class UNetConnection : public UPlayer

Variables

Name Description

Public variable

bool

 

AllowMerge

Most recently sent bunch end.

Public variable

FNetConnAnalyti ...

 

AnalyticsVars

Net Analytics The locally cached/updated analytics variables, for the NetConnection - aggregated upon connection Close

Public variable

double

 

AverageFrameTime

Public variable

float

 

AvgLag

Public variable

float

 

BestLag

Public variable

double

 

BestLagAcc

Public variable

bool

 

bLastHasServerFrameTime

Most recently acked outgoing packet.

Public variable

bool

 

bNeedsByteSwapping

Whether this channel needs to byte swap all data or not

Public variable

uint32 : 1

 

bPendingDestroy

State this connection is in.

Public variable

bool

 

bResendAllDataSinceOpen

If true, will resend everything this connection has ever sent, since the connection has been open.

Public variable

FString

 

CDKeyHash

Used to determine what the next expected control channel msg type should be from a connecting client.

Public variable

FString

 

CDKeyResponse

Hash of client's CD key.

Public variable

FString

 

Challenge

Bytes overhead per packet sent.

Public variable

TArray < UChanne ...

 

Channels

Public variable

TArray < class U ...

 

Children

Child connections for secondary viewports

Public variable

EClientLoginSta ...

 

ClientLoginState

URL requested by client.

Public variable

FString

 

ClientResponse

Server-generated challenge.

Public variable

TSet < FName >

 

ClientVisibleLevelNames

On the server, the package names of streaming levels that the client has told us it has made visible the server will only replicate references to Actors in visible levels so that it's impossible to send references to Actors the client has not initialized

Public variable

float

 

ConnectTime

Time when connection request was first initiated

Public variable

int32

 

CountedFrames

Public variable

double

 

CumulativeTime

Monitors frame time.

Public variable

TArray < Delayed ...

 

Delayed

Delayed packet array

Public variable

TMap < TWeakObje ...

 

DormantReplicatorMap

A list of replicators that belong to recently dormant actors/objects

Public variable

UNetDriver *...

 

Driver

Owning net driver

Public variable

uint32

 

EngineNetworkProtocolVersion

Network version.

Public variable

uint8

 

ExpectedClientLoginMsgType

Public variable

double

 

FrameTime

Public variable

uint32

 

GameNetworkProtocolVersion

Public variable

TUniquePtr < Pac ...

 

Handler

When true, playercontroller or beaconclient is being destroyed

Public variable

int32

 

InBytes

Bytes sent/received on this connection (accumulated during a StatPeriod)

Public variable

int32

 

InBytesPerSecond

Bytes sent/received on this connection (per second) - these are from previous StatPeriod interval

Public variable

int32

 

InitInReliable

Public variable

int32

 

InitOutReliable

Public variable

int32

 

InPacketId

Public variable

int32

 

InPackets

Packets sent/received on this connection (accumulated during a StatPeriod)

Public variable

int32

 

InPacketsLost

Packets lost on this connection (accumulated during a StatPeriod)

Public variable

int32

 

InPacketsPerSecond

Packets sent/received on this connection (per second) - these are from previous StatPeriod interval

Public variable

TArray < int32 >

 

InReliable

Public variable

uint32 : 1

 

InternalAck

Maximum packet size.

Public variable

int32

 

InTotalBytes

Total bytes sent/received on this connection

Public variable

int32

 

InTotalPackets

Total packets sent/received on this connection

Public variable

int32

 

InTotalPacketsLost

Total packets lost on this connection

Public variable

TMap < FNetworkG ...

 

KeepProcessingActorChannelBunchesMap

This holds a list of actor channels that want to fully shutdown, but need to continue processing bunches before doing so

Public variable

double

 

LagAcc

Lag.

Public variable

int32

 

LagCount

Previous msec lag.

Public variable

FBitWriterMark

 

LastEnd

Most recently sent bunch start.

Public variable

double

 

LastGoodPacketRealtime

Last time a packet was received, using real time seconds (FPlatformTime::Seconds )

Public variable

FOutBunch

 

LastOut

Most recent outgoing bunch.

Public variable

FOutBunch *

 

LastOutBunch

Whether contents are time-sensitive.

Public variable

double

 

LastReceiveRealtime

Last time a packet was received, for timeout checking.

Public variable

double

 

LastReceiveTime

Client's response to CD key challenge.

Public variable

float

 

LastRecvAckTime

Count of ticks.

Public variable

double

 

LastSendTime

Last real time a packet was considered valid.

Public variable

FBitWriterMark

 

LastStart

Merge info.

Public variable

double

 

LastTickTime

Last time a packet was sent, for keepalives.

Public variable

double

 

LastTime

Counter for lag measurement.

Public variable

int32

 

LogCallCount

Public variable

double

 

LogCallLastTime

Log tracking.

Public variable

int32

 

LogSustainedCount

Public variable

FOnLowLevelSend

 

LowLevelSendDel

Delegate for hooking LowLevelSend

Public variable

int32

 

MaxChannelSize

Public variable

int32

 

MaxPacket

Public variable

int32

 

MaxPacketHandlerBits

The maximum number of bits all packet handlers will reserve

Public variable

TNetAnalyticsDa ...

 

NetAnalyticsData

The net analytics data holder for the NetConnection analytics, which is where analytics variables are aggregated upon Close

Public variable

int

 

NumAckBits

Number of bits used for acks in the current packet.

Public variable

int

 

NumBunchBits

Number of bits used for bunches in the current packet.

Public variable

int

 

NumPacketIdBits

URL of the other side.

Public variable

int

 

NumPaddingBits

Number of bits used for padding in the current packet.

Public variable

TArray < class U ...

 

OpenChannels

Public variable

int32

 

OutAckPacketId

Most recently sent packet.

Public variable

int32

 

OutBytes

Public variable

int32

 

OutBytesPerSecond

Public variable

int32 [256]

 

OutBytesPerSecondHistory

For lag measuring.

Public variable

int32 [256]

 

OutLagPacketId

For lag measuring.

Public variable

double[256]

 

OutLagTime

Queued up bits waiting to send.

Public variable

int32

 

OutPacketId

Full incoming packet index.

Public variable

int32

 

OutPackets

Public variable

int32

 

OutPacketsLost

Public variable

int32

 

OutPacketsPerSecond

Public variable

TArray < int32 >

 

OutReliable

Public variable

int32

 

OutTotalBytes

Public variable

int32

 

OutTotalPackets

Public variable

int32

 

OutTotalPacketsLost

Public variable

AActor *

 

OwningActor

Reference to controlling actor (usually PlayerController)

Public variable

UPackageMap ...

 

PackageMap

Package map between local and remote. (negotiates net serialization)

Public variable

TSubclassOf < UP ...

 

PackageMapClass

The class name for the PackageMap to be loaded

Public variable

int32

 

PacketOverhead

Negotiated parameters.

Public variable

FPacketSimulati ...

 

PacketSimulationSettings

For development.

Public variable

TArray < int32 >

 

PendingOutRec

Public variable

FUniqueNetIdRep ...

 

PlayerId

Net id of remote player on this connection. Only valid on client connections (server side).

Public variable

TArray < int32 >

 

QueuedAcks

Outgoing reliable unacked data from previous (now destroyed) channel in this slot. This contains the first chsequence not acked.

Public variable

int32

 

QueuedBits

Last time of polling.

Public variable

FOnReceivedRawP ...

 

ReceivedRawPacketDel

Delegate for hooking ReceivedRawPacket

Public variable

float

 

RemoteSaturation

For saturation measuring.

Public variable

FString

 

RequestURL

Id assigned by the server for linking responses to connections upon authentication.

Public variable

TArray < int32 >

 

ResendAcks

Public variable

int32

 

ResponseId

Client-generated response.

Public variable

FBitWriter

 

SendBuffer

Packet.

Public variable

FBitWriter

 

SendBunchHeader

The singleton buffer for sending bunch header information

Public variable

TArray < class A ...

 

SentTemporaries

This actor is bNetTemporary, which means it should never be replicated after it's initial packet is complete

Public variable

EConnectionStat ...

 

State

Connection information.

Public variable

TWeakPtr < State ...

 

StatelessConnectComponent

Reference to the PacketHandler component, for managing stateless connection handshakes

Public variable

float

 

StatPeriod

Interval between gathering stats

Public variable

double

 

StatUpdateTime

Stat display.

Public variable

int32

 

TickCount

Bits assumed to be queued up.

Public variable

bool

 

TimeSensitive

Whether to allow merging.

Public variable

FURL

 

URL

Internally ack all packets, for 100% reliable connections.

Public variable

AActor *

 

ViewTarget

The actor that is currently being viewed/controlled by the owning controller

Constructors

Name Description

Public function

UNetConnection

(
    const FObjectInitializer & ObjectIn...
)

Public function

UNetConnection

(
    const FObjectInitializer & ObjectIn...
)

Constructors and destructors.

Functions

Name Description

Public function

FActorChanne ...

 

ActorChannelConstIterator()

Public function

const FActor ...

 

ActorChannelMap()

Public function

int32

 

ActorChannelsNum()

Public function

void

 

AddActorChannel

(
    AActor * Actor,
    UActorChannel * Channel
)

Public function

void

 

AddDestructionInfo

(
    FActorDestructionInfo * Destruc...
)

Public function Static

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

AssertValid()

Make sure this connection is in a reasonable state.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

CleanUp()

Closes the control channel, cleans up structures, and prepares for deletion

Protected function

void

 

CleanupDormantActorState()

Public function

void

 

CleanupDormantReplicatorsForActor

(
    AActor * Actor
)

Removes Actor and its replicated components from DormantReplicatorMap.

Public function

void

 

CleanupStaleDormantReplicators()

Removes stale entries from DormantReplicatorMap.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

ClientHasInitializedLevelFor

(
    const AActor * TestActor
)

Returns whether the client has initialized the level required for the given object

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

Close()

Closes the connection (including sending a close notify across the network)

Public function

bool

 

ContainsActorChannel

(
    const TWeakObjectPtr < AActor >& Ac...
)

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)UC ...

 

CreateChannel

(
    EChannelType Type,
    bool bOpenedLocally,
    int32 ChannelIndex
)

Create a channel.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)TS ...

 

CreateReplicatorForNewActorChannel

(
    UObject * Object
)

Called by UActorChannel .

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)FS ...

 

Describe()

Describe the connection.

Protected function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

DestroyIgnoredActor

(
    AActor * Actor
)

Called internally to destroy an actor during replay fast-forward when the actor channel index will be recycled

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

EnableEncryption()

Enables encryption for the underlying encryption packet handler component.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

EnableEncryptionWithKey

(
    TArrayView < const uint8 > Key
)

Sets the encryption key and enables encryption.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

EnableEncryptionWithKeyServer

(
    TArrayView < const uint8 > Key
)

Sets the encryption key, enables encryption, and sends the encryption ack to the client.

Public function

UActorChanne ...

 

FindActorChannel

(
    const TWeakObjectPtr < AActor >& Ac...
)

Public function

UActorChanne ...

 

FindActorChannelRef

(
    const TWeakObjectPtr < AActor >& Ac...
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

FlushDormancy

(
    AActor * Actor
)

Public function

void

 

FlushDormancyForObject

(
    UObject * Object
)

Wrapper for validating an objects dormancy state, and to prepare the object for replication again

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

FlushNet

(
    bool bIgnoreSimulation
)

Flushes any pending data, bundling it into a packet and sending it via LowLevelSend() also handles network simulation settings (simulated lag, packet loss, etc) unless bIgnoreSimulation is true

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

ForcePropertyCompare

(
    AActor * Actor
)

Forces properties on this actor to do a compare for one frame (rather than share shadow state)

Public function

TMap < FStrin ...

 

GetActorsStarvedByClassTimeMap()

Returns the actor starvation map

Public function Virtual

int32

 

GetAddrAsInt()

The address of the connection as an integer

Public function Virtual

int32

 

GetAddrPort()

The port of the connection as an integer

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)FN ...

 

GetClientWorldPackageName()

Public function

UControlChan ...

 

GetControlChannel()

Public function

TSet < FNetwo ...

 

GetDestroyedStartupOrDormantActorGUIDs()

Public function

const UNetDr ...

 

GetDriver()

Public function

UNetDriver &...

 

GetDriver()

The driver object

Public function

int64

 

GetFreeSendBufferBits()

Returns number of bits left in current packet that can be used without causing a flush.

Public function Virtual

TSharedPtr < ...

 

GetInternetAddr()

Return the platform specific FInternetAddr type, containing this connections address.

Public function

int32

 

GetMaxSingleBunchSizeBits()

The maximum number of bits allowed within a single bunch.

Public function

FHistogram

 

GetNetHistogram()

Public function

TArray < FOut ...

 

GetOutgoingBunches()

Returns the OutgoingBunches array, only to be used by UChannel::SendBunch

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)FN ...

 

GetPlayerOnlinePlatformName()

Returns the online platform name for the player on this connection.

Public function

UReplication ...

 

GetReplicationConnectionDriver()

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) f...

 

GetTimeoutValue()

Return current timeout value that should be used

Public function Virtual

UChildConnec ...

 

GetUChildConnection()

Get the representation of a secondary splitscreen connection that reroutes calls to the parent connection

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) c...

 

GetVoiceChannel()

Finds the voice channel for this connection or NULL if none

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)UW ...

 

GetWorld()

Get the world the connection belongs to

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

HandleClientPlayer

(
    APlayerController * PC,
    UNetConnection * NetConnection
)

Handle the player controller client

Public function

bool

 

HasReceivedClientPacket()

Whether or not a client packet has been received - used serverside, to delay any packet sends

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

InitBase

(
    UNetDriver * InDriver,
    FSocket * InSocket,
    const FURL & InURL,
    EConnectionState InState,
    int32 InMaxPacket,
    int32 InPacketOverhead
)

Initialize common settings for this connection instance

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

InitConnection

(
    UNetDriver * InDriver,
    EConnectionState InState,
    const FURL & InURL,
    int32 InConnectionSpeed,
    int32 InMaxPacket
)

Initializes an "addressless" connection with the passed in settings

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

InitHandler()

Initializes the PacketHandler

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

InitLocalConnection

(
    UNetDriver * InDriver,
    FSocket * InSocket,
    const FURL & InURL,
    EConnectionState InState,
    int32 InMaxPacket,
    int32 InPacketOverhead
)

Initialize this connection instance to a remote source

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

InitRemoteConnection

(
    UNetDriver * InDriver,
    FSocket * InSocket,
    const FURL & InURL,
    const FInternetAddr & InRemoteAddr,
    EConnectionState InState,
    int32 InMaxPacket,
    int32 InPacketOverhead
)

Initialize this connection instance from a remote source

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

InitSendBuffer()

Resets the FBitWriter to its default state

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

InitSequence

(
    int32 IncomingSequence,
    int32 OutgoingSequence
)

Initializes the sequence numbers for the connection, usually from shared randomized data

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

IsClientMsgTypeValid

(
    const uint8 ClientMsgType
)

This function validates that ClientMsgType is the next expected msg type.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

IsEncryptionEnabled()

Returns true if encryption is enabled for this connection.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)in ...

 

IsNetReady

(
    bool Saturate
)

Return whether this channel is ready for sending.

Public function Virtual

FString

 

LowLevelDescribe()

The description of connection

Public function Virtual

FString

 

LowLevelGetRemoteAddress

(
    bool bAppendPort
)

The remote machine address

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

LowLevelSend

(
    void* Data,
    int32 CountBits,
    FOutPacketTraits & Traits
)

Sends a byte stream to the remote endpoint using the underlying socket

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

NotifyAnalyticsProvider()

Notification that the NetDriver analytics provider has been updated NOTE: Can also mean disabled, e.g. during hotfix

Public function

void

 

PopLastStart()

Pops the LastStart bits off of the send buffer, used for merging bunches

Public function

void

 

PurgeAcks()

Functions.

Public function

void

 

ReadInput

(
    float DeltaSeconds
)

Read input

Public function

void

 

ReceivedNak

(
    int32 NakPacketId
)

Packet was negatively acknowledged.

Public function

void

 

ReceivedPacket

(
    FBitReader & Reader
)

Handle a packet we just received.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

ReceivedRawPacket

(
    void* Data,
    int32 Count
)

Allows the connection to process the raw data that was received

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)FS ...

 

RemoteAddressToString()

Gets a unique ID for the connection, this ID depends on the underlying connection For IP connections this is an IP Address and port, for steam this is a SteamID

Public function

void

 

RemoveActorChannel

(
    AActor * Actor
)

Actor Channel Accessors

Public function

void

 

RemoveDestructionInfo

(
    FActorDestructionInfo * Destruc...
)

Public function

void

 

ResetActorsStarvedByClassTimeMap()

Clears the actor starvation map

Public function

void

 

ResetDestructionInfos()

Public function

void

 

ResetGameWorldState()

Clear all Game specific state. Called during seamless travel

Public function

void

 

ResetPacketBitCounts()

Sets all of the bit-tracking variables to zero.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SendAck

(
    int32 PacketId,
    bool FirstTime
)

Send an acknowledgment.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SendClientEncryptionAck()

Sends an NMT_EncryptionAck message

Public function

void

 

SendPackageMap()

Send package map to the remote.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)in ...

 

SendRawBunch

(
    FOutBunch & Bunch,
    bool InAllowMerge
)

Send a raw bunch.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SetClientLoginState

(
    const EClientLoginState::Type NewSt...
)

Wrapper for setting the current client login state, so we can trap for debugging, and verbosity purposes.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SetClientWorldPackageName

(
    FName NewClientWorldPackageName
)

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SetEncryptionKey

(
    TArrayView < const uint8 > Key
)

Sets the key for the underlying encryption packet handler component, but doesn't modify encryption enabled state.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

SetExpectedClientLoginMsgType

(
    const uint8 NewType
)

Wrapper for setting the current expected client login msg type.

Public function

void

 

SetIgnoreAlreadyOpenedChannels

(
    bool bInIgnoreAlreadyOpenedChannels
)

Sets whether or not we should ignore bunches that would attempt to open channels that are already open.

Public function

void

 

SetPlayerOnlinePlatformName

(
    const FName InPlayerOnlinePlatformN...
)

Sets the PlayerOnlinePlatformName member.

Public function

void

 

SetReplicationConnectionDriver

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

ShouldReplicateVoicePacketFrom

(
    const FUniqueNetId & Sender
)

Called to determine if a voice packet should be replicated to this connection or any of its child connections

Public function

void

 

SlowAssertValid()

Make sure this connection is in a reasonable state.

Public function

void

 

StartTickingChannel

(
    UChannel * Channel
)

Adds the channel to the ticking channels list.

Public function

void

 

StopTickingChannel

(
    UChannel * Channel
)

Removes a channel from the ticking list directly

Public function

void

 

TearDownReplicationConnectionDriver()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

Tick()

Poll the connection. If it is timed out, close it.

Public function

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

TrackLogsPerSecond()

This function tracks the number of log calls per second for this client, and disconnects the client if it detects too many calls are made per second

Public function

void

 

UpdateLevelVisibility

(
    const FName & PackageName,
    bool bIsVisible
)

Called by PlayerController to tell connection about client level visiblity change

Public function

void

 

UpdatePacketSimulationSettings()

Copies the settings from the net driver to our local copy

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

ValidateSendBuffer()

Validates the FBitWriter to make sure it's not in an error state

Public function

int32

 

WriteBitsToSendBuffer

(
    const uint8 * Bits,
    const int32 SizeInBits,
    const uint8 * ExtraBits,
    const int32 ExtraSizeInBits,
    EWriteBitsDataType DataType
)

Appends the passed in data to the SendBuffer to be sent when FlushNet is called

Overridden from UObject

Name Description

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3)vo...

 

Serialize

(
    FArchive & Ar
)

UObject serializer.

Overridden from FExec

Name Description

Public function Virtual

[ENGINE_API](API\Runtime\Engine\GameFramework\ENGINE_API_3) b...

 

Exec

(
    UWorld * InWorld,
    const TCHAR * Cmd,
    FOutputDevice & Ar
)

Exec handler

true if command was handled, false otherwise

Enums

Name

Description

Public enum

EWriteBitsDataType

What type of data is being written

Constants

Name

Description

DEFAULT_MAX_CHANNEL_SIZE

Channel table.

GNetConnectionBeingCleanedUp

: set to net connection currently inside CleanUp() , for HasClientLoadedCurrentWorld() to be able to find it during PlayerController destruction, since we clear its Player before destroying it.

References

Module

Engine

Header

Runtime/Engine/Classes/Engine/NetConnection.h