USimulatedClientNetConnection

A fake connection that will absorb traffic and auto ack every packet.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/NetConnection.h

Include

#include "Engine/NetConnection.h"

Syntax

class USimulatedClientNetConnection : public UNetConnection

Remarks

A fake connection that will absorb traffic and auto ack every packet. Useful for testing scaling. Use net.SimulateConnections command to add at runtime.

Constructors

Name Description

Public function

USimulatedClientNetConnection

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UNetConnection

Name Description

Public function Virtual Const

bool

 

ClientHasInitializedLevelFor

(
    const AActor* TestActor
)

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

Public function Virtual

TSharedPtr< ...

 

GetRemoteAddr()

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

Public function Virtual

void

 

HandleClientPlayer

(
    APlayerController* PC,
    UNetConnection* NetConnection
)

Handle the player controller client

Public function Virtual

FString

 

LowLevelGetRemoteAddress

(
    bool bAppendPort
)

Public function Virtual

void

 

LowLevelSend

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

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

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