| UObjectBase
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Module |
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Header |
/Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Classes/NUTActor.h |
Include |
#include "NUTActor.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class ANUTActor :
public AActor,
public FSelfRegisteringExec
Name | Description | ||
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bMonitorForBeacon |
Monitors for the creation of the beacon net driver, if -BeaconPort=x was specified on the commandline |
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float |
LastAliveTime |
The value of World.RealTimeSeconds as of the last time the client was marked as still alive |
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TempDelegate |
A delegate property, used solely for converting strings to delegates |
Name | Description | |
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ANUTActor ( |
Name | Description | ||
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Admin ( |
Executes a console command on the server |
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ExecuteOnServer |
Executes the function specified in the delegate, on the server (used within unit tests) |
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HookNetDriver ( |
Hooks control channel messages for the specified net driver |
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NetFlush() |
Flushes all pending net connection packets |
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NetMulticastPing() |
Received by all clients, emits a ping to log |
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NotifyControlMessage ( |
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NotifyPostLoadMap ( |
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ServerAdmin ( |
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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 |
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ServerClientStillAlive() |
Notifies the server that the client is still around |
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ServerExecute ( |
Takes a string representing a delegate (can't replicate delegate parameters), and executes that delegate on the server |
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ServerReceiveText ( |
Test log function |
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UnitSeamlessTravel ( |
Triggers seamless travel |
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UnitTravel ( |
Triggers normal travel |
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UpdateOwner() |
Update the owner for the NUTActor, if the current owner is no longer valid |
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VerifyEventWatcher() |
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Wait ( |
Makes the game thread wait for the specified number of seconds |
Name | Description | ||
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UNetConnecti... |
GetNetConnection() |
Get the owning connection used for communicating between client/server |
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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. |
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Tick ( |
Function called every frame on this Actor. |