ANUTActor

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MacOS
Linux

Inheritance Hierarchy

References

Module

NetcodeUnitTest

Header

/Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Classes/NUTActor.h

Include

#include "NUTActor.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class ANUTActor :
    public AActor,
    public FSelfRegisteringExec

Variables

Name Description

Public variable

bool

 

bMonitorForBeacon

Monitors for the creation of the beacon net driver, if -BeaconPort=x was specified on the commandline

Public variable

float

 

LastAliveTime

The value of World.RealTimeSeconds as of the last time the client was marked as still alive

Public variable UProperty

FExecuteOnServe...

 

TempDelegate

A delegate property, used solely for converting strings to delegates

Constructors

Name Description

Public function

ANUTActor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function UFunction exec

void

 

Admin

(
    FString Command
)

Executes a console command on the server

Public function

void

 

ExecuteOnServer

(
    UObject* InTargetObj,
    FString InTargetFunc
)

Executes the function specified in the delegate, on the server (used within unit tests)

Public function

void

 

HookNetDriver

(
    UNetDriver* TargetNetDriver
)

Hooks control channel messages for the specified net driver

Public function UFunction exec

void

 

NetFlush()

Flushes all pending net connection packets

Public function UFunction Reliable, NetMulticast

void

 

NetMulticastPing()

Received by all clients, emits a ping to log

Public function

bool

 

NotifyControlMessage

(
    UNetConnection* Connection,
    uint8 MessageType,
    FInBunch& Bunch
)

Public function Static

void

 

NotifyPostLoadMap

(
    UWorld* LoadedWorld
)

Public function UFunction Server, Reliable withvalidation

void

 

ServerAdmin

(
    const FString& Command
)

Public function UFunction Server, Reliable withvalidation

void

 

ServerClientPing()

Send a 'ping' RPC to all clients, to make them log a ping, which unit tests then use to verify the presence of a client process

Public function UFunction Server, Reliable withvalidation

void

 

ServerClientStillAlive()

Notifies the server that the client is still around

Public function UFunction Server, Reliable withvalidation

void

 

ServerExecute

(
    const FString& InDelegate
)

Takes a string representing a delegate (can't replicate delegate parameters), and executes that delegate on the server

Public function UFunction Server, Reliable withvalidation

void

 

ServerReceiveText

(
    const FText& InText
)

Test log function

Public function UFunction exec

void

 

UnitSeamlessTravel

(
    FString Dest
)

Triggers seamless travel

Public function UFunction exec

void

 

UnitTravel

(
    FString Dest
)

Triggers normal travel

Public function

void

 

UpdateOwner()

Update the owner for the NUTActor, if the current owner is no longer valid

Public function Static

bool

 

VerifyEventWatcher()

Public function UFunction exec

void

 

Wait

(
    uint16 Seconds
)

Makes the game thread wait for the specified number of seconds

Overridden from AActor

Name Description

Public function Virtual Const

UNetConnecti...

 

GetNetConnection()

Get the owning connection used for communicating between client/server

Public function Virtual

void

 

PostActorCreated()

Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set.

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Overridden from FExec

Name Description

Public function Virtual

bool

 

Exec

(
    UWorld* InWorld,
    const TCHAR* Cmd,
    FOutputDevice& Ar
)

FExec interface

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