| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/ReplayNetConnection.h |
Include |
#include "ReplayNetConnection.h" |
class UReplayNetConnection : public UNetConnection
Name | Description | |
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UReplayNetConnection ( |
Name | Description | ||
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AddEvent |
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AddOrUpdateEvent |
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AddUserToReplay ( |
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GetActiveReplayName() |
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float |
GetReplayCurrentTime() |
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IsSavingCheckpoint() |
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OnSeamlessTravelStart |
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SetAnalyticsProvider ( |
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SetCheckpointSaveMaxMSPerFrame ( |
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StartRecording() |
Name | Description | ||
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CleanUp() |
Closes the control channel, cleans up structures, and prepares for deletion |
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ClientHasInitializedLevelFor ( |
Returns whether the client has initialized the level required for the given object |
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TSharedPtr< ... |
GetRemoteAddr() |
Return the platform specific FInternetAddr type, containing this connections address. |
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HandleClientPlayer ( |
Handle the player controller client |
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InitConnection ( |
Initializes an "addressless" connection with the passed in settings |
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InitLocalConnection ( |
Initialize this connection instance to a remote source |
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InitRemoteConnection ( |
Initialize this connection instance from a remote source |
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IsNetReady ( |
Return whether this channel is ready for sending. |
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IsReplayReady() |
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LowLevelDescribe() |
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LowLevelGetRemoteAddress ( |
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LowLevelSend ( |
Sends a byte stream to the remote endpoint using the underlying socket |
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NotifyActorChannelCleanedUp ( |
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NotifyActorDestroyed |
Called when owning network driver receives NotifyActorDestroyed. |
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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 |
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Tick ( |
Poll the connection. If it is timed out, close it. |