UUpdateManager

Update manager

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Hotfix

Header

/Engine/Plugins/Online/OnlineFramework/Source/Hotfix/Public/UpdateManager.h

Include

#include "UpdateManager.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine)
class UUpdateManager : public UObject

Remarks

Update manager

Checks the system and/or backend for the possibility of a patch and hotfix Will not apply a hotfix if a pending patch is available Notifies the game of the result of the check

  • possibly requires UI to prevent user from playing if a patch is available

  • possibly requires UI to prevent user from player if a hotfix requires a reload of existing data

Variables

Name Description

Protected variable UProperty Config

int32

 

AppSuspendedUpdateCheckTimeSeconds

If application is suspended longer than this, trigger an update check when resuming

Protected variable UProperty

bool

 

bCheckHotfixAvailabilityOnly

Is this run only checking and not applying

Protected variable UProperty

bool

 

bInitialUpdateFinished

Has the first update completed

Protected variable UProperty

bool

 

bPlatformEnvironmentDetected

True if we've already detected the backend environment

Protected variable UProperty

EUpdateState

 

CurrentUpdateState

Current state of the update

Protected variable

FDateTime

 

DeactivatedTime

Time when application was deactivated

Protected variable UProperty Config

float

 

HotfixAvailabilityCheckCompleteDelay

Amount of time to wait between the internal hotfix availability check completing and advancing to the next stage

Protected variable UProperty Config

float

 

HotfixCheckCompleteDelay

Amount of time to wait between the internal hotfix check completing and advancing to the next stage

Protected variable

FDelegateHandle

 

HotfixCompleteDelegateHandle

Delegates to hotfix updates

Protected variable

FDelegateHandle

 

HotfixProcessedFileDelegateHandle

Protected variable

FDelegateHandle

 

HotfixProgressDelegateHandle

Protected variable UProperty

EUpdateCompleti...

 

LastCompletionResult

Last update check result (0:normal, 1:availability only)

Protected variable UProperty

EHotfixResult

 

LastHotfixResult

Result of the last hotfix

Protected variable

EInstallBundleM...

 

LastPatchCheckResult

Result of the last patch check

Protected variable UProperty

FDateTime[2]

 

LastUpdateCheck

Timestamp of last update check (0:normal, 1:availability only)

Protected variable

double

 

LoadStartTime

The time at which we started the initial load after updates completed

Protected variable

FTimerHandle

 

StartCheckInternalTimerHandle

Protected variable

FDelegateHandle

 

TickerHandle

Protected variable UProperty Config

float

 

UpdateCheckAvailabilityCompleteDelay

Amount of time to wait at the end of the entire check before notifying listening entities (availability check only)

Protected variable UProperty Config

float

 

UpdateCheckCompleteDelay

Amount of time to wait at the end of the entire check before notifying listening entities

Protected variable UProperty

int32

 

WorstNumFilesPendingLoadViewed

What was the maximum number of pending async loads we've seen so far

Constructors

Name Description

Public function

UUpdateManager()

Destructors

Name Description

Public function Virtual

~UUpdateManager()

Functions

Name Description

Protected function Virtual

void

 

CheckComplete

(
    EUpdateCompletionStatus Result,
    bool bUpdateTimestamp
)

Announce that the update check has completed

Protected function Virtual Const

bool

 

ChecksEnabled()

Protected function Virtual Const

bool

 

EnvironmentWantsPatchCheck()

Public function Const

EUpdateCompl...

 

GetCompletionResult()

Protected function Const

UGameInstanc...

 

GetGameInstance()

Protected function Const

THotfixManag...

 

GetHotfixManager()

Public function Const

float

 

GetLoadProgress()

Public function Const

EUpdateState

 

GetUpdateState()

Protected function Const

UWorld *

 

GetWorld()

Public function Const

bool

 

HasCompletedInitialUpdate()

Protected function Virtual

void

 

HotfixAvailabilityCheckComplete

(
    EHotfixResult Result
)

Availability check complete

Protected function Virtual

void

 

InitialPreloadComplete()

Initial preload of assets is complete

Protected function

void

 

InstallBundlePatchCheckComplete

Public function Const

bool

 

IsActivelyUpdating()

Public function Const

bool

 

IsBlockingForInitialLoadEnabled()

Public function Const

bool

 

IsHotfixingEnabled()

Public function Const

bool

 

IsUpdating()

Protected function Virtual

void

 

OnApplicationHasReactivated()

Called when application has been reactivated

Protected function Virtual

void

 

OnApplicationWillDeactivate()

Called when application is about to be deactivated

Protected function

void

 

OnDetectPlatformEnvironmentComplete

(
    const FOnlineError& Result
)

Callback when detecting platform environment completes

Protected function Virtual

void

 

OnHotfixCheckComplete

(
    EHotfixResult Result
)

Protected function Virtual

void

 

OnHotfixProcessedFile

(
    const FString& FriendlyName,
    const FString& CachedName
)

Protected function Virtual

void

 

OnHotfixProgress

(
    uint32 NumDownloaded,
    uint32 TotalFiles,
    uint64 NumBytes,
    uint64 TotalBytes
)

Public function

FOnUpdateChe...

 

OnUpdateCheckComplete()

Public function

FOnUpdateHot...

 

OnUpdateHotfixProcessedFile()

Public function

FOnUpdateHot...

 

OnUpdateHotfixProgress()

Public function

FOnUpdateSta...

 

OnUpdateStatusChanged()

Protected function

void

 

PatchCheckComplete

(
    EPatchCheckResult PatchResult
)

Protected function

void

 

RegisterDelegates()

Register deactivate/reactivate delegates

Public function Virtual

void

 

Reset()

Reset so you can call StartCheck again

Public function

void

 

SetPending()

Put the update manager in a pending state so it can alert the game that a check is imminent

Protected function Virtual

void

 

SetUpdateState

(
    EUpdateState NewState
)

Change the state of the update manager

Public function Virtual

void

 

StartCheck

(
    bool bInCheckHotfixOnly
)

Start an patch and hotfix check

Protected function Virtual

EUpdateStart...

 

StartCheckInternal

(
    bool bInCheckHotfixOnly
)

Internal call for StartCheck

Protected function Virtual

void

 

StartHotfixAvailabilityCheck()

Check for the availability of changed hotfix files only

Protected function Virtual

void

 

StartHotfixCheck()

Hotfix check

Protected function Virtual

void

 

StartInitialPreload()

Preload game assets after patch/hotfix check is complete but before game is alerted

Protected function Virtual

void

 

StartPatchCheck()

Patch check

Protected function Virtual

void

 

StartPlatformEnvironmentCheck()

Query for platform environment before continuing with hotfixing This configures the Mcp backend correctly

Protected function Virtual

bool

 

Tick

(
    float DeltaTime
)

Tick function during initial preload

Protected function

void

 

UnregisterDelegates()

Unregister deactivate/reactivate delegates

Enums

Name

Description

Protected enum

EUpdateStartResult

Typedefs

Name

Description

DelayCb

Fire a delegate after a given amount of time

Deprecated Variables

Name Description

Protected variable

bool

 

bCheckOSSForUpdate

Set [FPatchCheck::bCheckOSSForUpdate](API\Plugins\PatchCheck\FPatchCheck\bCheckOSSForUpdate) using section [PatchCheck] instead.

Protected variable

bool

 

bCheckPlatformOSSForUpdate

Set [FPatchCheck::bCheckPlatformOSSForUpdate](API\Plugins\PatchCheck\FPatchCheck\bCheckPlatformOSSForUpdate) using section [PatchCheck] 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