UChannel

Base class of communication channels.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/Channel.h

Include

#include "Engine/Channel.h"

Syntax

class UChannel : public UObject

Remarks

Base class of communication channels.

Variables

Name Description

Public variable

uint32: 1

 

bIsReplicationPaused

Public variable

uint32: 1

 

bOpenedForCheckpoint

Public variable

uint32: 1

 

bPausedUntilReliableACK

Public variable

uint32: 1

 

bPendingDormancy

Public variable

uint32: 1

 

bPooled

Public variable

uint32: 1

 

Broken

Public variable

uint32: 1

 

bTornOff

Public variable

int32

 

ChIndex

Public variable

FName

 

ChName

Public variable

uint32: 1

 

Closing

Public variable

UNetConnection ...

 

Connection

Public variable

uint32: 1

 

Dormant

Public variable

FInBunch *

 

InPartialBunch

Public variable

FInBunch *

 

InRec

Public variable

int32

 

NumInRec

Public variable

int32

 

NumOutRec

Public variable

uint32: 1

 

OpenAcked

Variables.

Public variable

uint32: 1

 

OpenedLocally

Public variable

FPacketIdRange

 

OpenPacketId

Public variable

uint32: 1

 

OpenTemporary

Public variable

FOutBunch *

 

OutRec

Public variable

uint32: 1

 

SentClosingBunch

Constructors

Name Description

Public function

UChannel

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

AddedToChannelPool()

Notification that this channel has been placed in a channel pool and needs to reset to its original state so it can be used again like a new channel

Public function Virtual

void

 

AppendExportBunches

(
    TArray< FOutBunch* >& OutExpo...
)

Append any export bunches

Public function Virtual

void

 

AppendMustBeMappedGuids

(
    FOutBunch* Bunch
)

Append any "must be mapped" guids to front of bunch.

Public function

void

 

AssertInSequenced()

Make sure the incoming buffer is in sequence and there are no duplicates.

Protected function Virtual

void

 

BecomeDormant()

Closes the actor channel but with a 'dormant' flag set so it can be reopened

Public function Virtual Const

bool

 

CanStopTicking()

Return true to indicate that this channel no longer needs to Tick() every frame.

Protected function Virtual

bool

 

CleanUp

(
    const bool bForDestroy,
    EChannelCloseReason CloseReason
)

Cleans up channel structures and nulls references to the channel

Public function Virtual

int64

 

Close

(
    EChannelCloseReason Reason
)

Close the base channel. Returns how many bits were written to the send buffer

Public function

void

 

ConditionalCleanUp

(
    const bool bForDestroy,
    EChannelCloseReason CloseReason
)

Cleans up channel if it hasn't already been

Public function Virtual

FString

 

Describe()

Describe the channel.

Public function Virtual

void

 

Init

(
    UNetConnection* InConnection,
    int32 InChIndex,
    EChannelCreateFlags CreateFlags
)

Initialize this channel for the given connection and index.

Public function

int32

 

IsNetReady

(
    bool Saturate
)

Return whether this channel is ready for sending.

Protected function Virtual

bool

 

IsReplicationPaused()

Returns whether replication is currently paused on this channel

Public function

void

 

PrintReliableBunchBuffer()

Public function Virtual

bool

 

ReadyForDormancy

(
    bool suppressLogs
)

Returns true if channel is ready to go dormant (e.g., all outstanding property updates have been ACK'd)

Public function Virtual

void

 

ReceivedAck

(
    int32 AckPacketId
)

Positive acknowledgment processing.

Public function

void

 

ReceivedAcks()

General channel functions.

Public function Virtual

void

 

ReceivedBunch

(
    FInBunch& Bunch
)

Handle an incoming bunch.

Public function Virtual

void

 

ReceivedNak

(
    int32 NakPacketId
)

Negative acknowledgment processing.

Public function

void

 

ReceivedRawBunch

(
    FInBunch& Bunch,
    bool& bOutSkipAck
)

Process a raw, possibly out-of-sequence bunch: either queue it or dispatch it.

Public function

bool

 

ReceivedSequencedBunch

(
    FInBunch& Bunch
)

Process a properly-sequenced bunch.

Public function Virtual

FPacketIdRan...

 

SendBunch

(
    FOutBunch* Bunch,
    bool Merge
)

Send a bunch if it's not overflowed, and queue it if it's reliable.

Public function Virtual

void

 

SetClosingFlag()

Set the closing flag.

Protected function Virtual

void

 

SetReplicationPaused

(
    bool InbIsReplicationPaused
)

Sets whether replication is currently paused on this channel or not

Public function Virtual

void

 

StartBecomingDormant()

Puts the channel in a state to start becoming dormant.

Public function Virtual

void

 

Tick()

Handle time passing on this channel.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Deprecated Variables

Name Description

Public variable

EChannelType

 

ChType

ChType has been deprecated in favor of ChName.

Deprecated Functions

Name Description

Protected function Virtual

bool

 

CleanUp

(
    const bool bForDestroy
)

Please use Cleanup that takes a close reason

Public function Virtual

int64

 

Close()

Use the Close that takes a reason instead

Public function

void

 

ConditionalCleanUp

(
    const bool bForDestroy
)

Please use ConditionalCleanUp that takes a close reason

Public function Virtual

void

 

Init

(
    UNetConnection* InConnection,
    int32 InChIndex,
    bool InOpenedLocally
)

Use Init that takes channel create flags instead.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss