UPendingNetGame

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/PendingNetGame.h

Include

#include "Engine/PendingNetGame.h"

Syntax

class UPendingNetGame :
    public UObject,
    public FNetworkNotify

Variables

Name Description

Public variable

bool

 

bSentJoinRequest

Public variable

bool

 

bSuccessfullyConnected

Public variable

FString

 

ConnectionError

Public variable

UNetDriver *...

 

NetDriver

Net driver created for contacting the new server Transferred to world on successful connection

Public variable

FURL

 

URL

URL associated with this level.

Constructors

Name Description

Public function

UPendingNetGame

(
    const FObjectInitializer& ObjectIn...
)

Constructor.

Functions

Name Description

Public function Static

void

 

AddReferencedObjects

(
    UObject* InThis,
    FReferenceCollector& Collector
)

Public function

void

 

FinalizeEncryptedConnection

(
    const FEncryptionKeyResponse& Resp...,
    TWeakObjectPtr< UNetConnection > We...
)

Setup the connection for encryption with a given key All future packets are expected to be encrypted

Public function Const

UDemoNetDriv...

 

GetDemoNetDriver()

Gets the demo net driver for this pending world.

Public function Virtual

UNetDriver &...

 

GetNetDriver()

Public function

void

 

Initialize

(
    const FURL& InURL
)

Constructor.

Public function

void

 

InitNetDriver()

Public function

void

 

InitPeerListen()

Create the peer net driver and a socket to listen for new client peer connections.

Public function Virtual

void

 

LoadMapCompleted

(
    UEngine* Engine,
    FWorldContext& Context,
    bool bLoadedMapSuccessfully,
    const FString& LoadMapError
)

Called by the engine after it calls LoadMap for this PendingNetGame.

Public function

void

 

SendInitialJoin()

Send the packet for triggering the initial join

Public function Virtual

void

 

SendJoin()

Send JOIN to other end

Public function

void

 

SetDemoNetDriver

(
    UDemoNetDriver*const InDemoNet...
)

Sets the demo net driver for this pending world.

Public function

void

 

SetEncryptionKey

(
    const FEncryptionKeyResponse& Resp...
)

Set the encryption key for the connection.

Public function Virtual

void

 

Tick

(
    float DeltaTime
)

Update the pending level's status.

Overridden from UObject

Name Description

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Overridden from FNetworkNotify

Name Description

Public function Virtual

void

 

NotifyAcceptedConnection

(
    UNetConnection* Connection
)

Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection

Public function Virtual

bool

 

NotifyAcceptingChannel

(
    UChannel* Channel
)

Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc)

Public function Virtual

EAcceptConne...

 

NotifyAcceptingConnection()

Notification that an incoming connection is pending, giving the interface a chance to reject the request

Public function Virtual

void

 

NotifyControlMessage

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

Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage::Receive())

Deprecated Variables

Name Description

Public variable

UDemoNetDriver ...

 

DemoNetDriver

DemoNetDriver will be made private in a future release. Please use GetDemoNetDriver/SetDemoNetDriver 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