| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/ChildConnection.h |
Include |
#include "Engine/ChildConnection.h" |
class UChildConnection : public UNetConnection
Represents a secondary split screen connection that reroutes calls to the parent connection.
Name | Description | ||
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UNetConnection ... |
Parent |
Name | Description | |
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UChildConnection ( |
Name | Description | ||
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UNetConnecti... |
GetParentConnection() |
Name | Description | ||
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AssertValid() |
Make sure this connection is in a reasonable state. |
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CleanUp() |
Closes the control channel, cleans up structures, and prepares for deletion |
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FlushNet ( |
Flushes any pending data, bundling it into a packet and sending it via LowLevelSend() also handles network simulation settings (simulated lag, packet loss, etc) unless bIgnoreSimulation is true |
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UChildConnec... |
GetUChildConnection() |
Get the representation of a secondary splitscreen connection that reroutes calls to the parent connection |
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HandleClientPlayer ( |
Handle the player controller client |
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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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InitSendBuffer() |
Resets the FBitWriter to its default state |
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IsEncryptionEnabled() |
Returns true if encryption is enabled for this connection. |
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IsNetReady ( |
Return whether this channel is ready for sending. |
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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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Tick ( |
Poll the connection. If it is timed out, close it. |