Module |
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Header |
/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/OnlineBeacon.h |
Include |
#include "OnlineBeacon.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine, NotPlaceable)
class AOnlineBeacon :
public AActor,
public FNetworkNotify
Base class for beacon communication (Unreal Networking, but outside normal gameplay traffic)
Name | Description | ||
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float |
BeaconConnectionInitialTimeout |
Time beacon will wait to establish a connection with the beacon host |
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float |
BeaconConnectionTimeout |
Time beacon will wait for packets after establishing a connection before giving up |
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BeaconState |
State of beacon |
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HandleNetworkFailureDelegateHandle |
Handle to the registered HandleNetworkFailure delegate |
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UNetDriver *... |
NetDriver |
Net driver routing network traffic |
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NetDriverDefinitionName |
Name of definition to use when creating the net driver |
Name | Description | |
---|---|---|
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AOnlineBeacon ( |
Name | Description | ||
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DestroyBeacon() |
Beacon cleanup and net driver destruction |
|
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EBeaconState... |
GetBeaconState() |
Get the current state of the beacon |
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HandleNetworkFailure ( |
Notification of network error messages, allows a beacon to handle the failure |
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InitBase() |
Common initialization for all beacon types |
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OnFailure() |
Notification that failure needs to be handled |
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PauseBeaconRequests ( |
Set Beacon state should the beacon stop accepting requests |
Name | Description | ||
---|---|---|---|
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EndPlay ( |
Overridable function called whenever this actor is being removed from a level |
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UNetConnecti... |
GetNetConnection() |
Get the owning connection used for communicating between client/server |
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const AActor... |
GetNetOwner() |
Return the actor responsible for replication, if any. Typically the player controller |
|
HasNetOwner() |
Overridden to return that player controllers are capable of RPCs |
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IsLevelBoundsRelevant() |
Indicates whether this actor should participate in level bounds calculations |
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IsNetRelevantFor |
Checks to see if this actor is relevant for a specific network connection |
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IsRelevancyOwnerFor |
Check if this actor is the owner when doing relevancy checks for actors marked bOnlyRelevantToOwner |
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OnActorChannelOpen ( |
Allows for a specific response from the actor when the actor channel is opened (client side) |
Name | Description | ||
---|---|---|---|
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NotifyAcceptedConnection ( |
Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection |
|
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NotifyAcceptingChannel ( |
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc) |
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EAcceptConne... |
NotifyAcceptingConnection() |
Notification that an incoming connection is pending, giving the interface a chance to reject the request |
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NotifyControlMessage ( |
Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage |