UReplayNetConnection

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ReplayNetConnection.h

Include

#include "ReplayNetConnection.h"

Syntax

class UReplayNetConnection : public UNetConnection

Constructors

Name Description

Public function

UReplayNetConnection

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddEvent

(
    const FString& Group,
    const FString& Meta,
    const TArray< uint8 >& Data
)

Public function

void

 

AddOrUpdateEvent

(
    const FString& EventName,
    const FString& Group,
    const FString& Meta,
    const TArray< uint8 >& Data
)

Public function

void

 

AddUserToReplay

(
    const FString& UserString
)

Public function Const

FString

 

GetActiveReplayName()

Public function Const

float

 

GetReplayCurrentTime()

Public function Const

bool

 

IsSavingCheckpoint()

Public function

void

 

OnSeamlessTravelStart

(
    UWorld* CurrentWorld,
    const FString& LevelName
)

Public function

void

 

SetAnalyticsProvider

(
    TSharedPtr< IAnalyticsProvider > In...
)

Public function

void

 

SetCheckpointSaveMaxMSPerFrame

(
    const float InCheckpointSaveMaxMSPe...
)

Public function

void

 

StartRecording()

Overridden from UNetConnection

Name Description

Public function Virtual

void

 

CleanUp()

Closes the control channel, cleans up structures, and prepares for deletion

Public function Virtual Const

bool

 

ClientHasInitializedLevelFor

(
    const AActor* TestActor
)

Returns whether the client has initialized the level required for the given object

Public function Virtual

TSharedPtr< ...

 

GetRemoteAddr()

Return the platform specific FInternetAddr type, containing this connections address.

Public function Virtual

void

 

HandleClientPlayer

(
    APlayerController* PC,
    UNetConnection* NetConnection
)

Handle the player controller client

Public function Virtual

void

 

InitConnection

(
    UNetDriver* InDriver,
    EConnectionState InState,
    const FURL& InURL,
    int32 InConnectionSpeed,
    int32 InMaxPacket
)

Initializes an "addressless" connection with the passed in settings

Public function Virtual

void

 

InitLocalConnection

(
    UNetDriver* InDriver,
    FSocket* InSocket,
    const FURL& InURL,
    EConnectionState InState,
    int32 InMaxPacket,
    int32 InPacketOverhead
)

Initialize this connection instance to a remote source

Public function Virtual

void

 

InitRemoteConnection

(
    UNetDriver* InDriver,
    FSocket* InSocket,
    const FURL& InURL,
    const FInternetAddr& InRemoteAddr,
    EConnectionState InState,
    int32 InMaxPacket,
    int32 InPacketOverhead
)

Initialize this connection instance from a remote source

Public function Virtual

int32

 

IsNetReady

(
    bool Saturate
)

Return whether this channel is ready for sending.

Public function Virtual Const

bool

 

IsReplayReady()

Public function Virtual

FString

 

LowLevelDescribe()

Public function Virtual

FString

 

LowLevelGetRemoteAddress

(
    bool bAppendPort
)

Public function Virtual

void

 

LowLevelSend

(
    void* Data,
    int32 CountBits,
    FOutPacketTraits& Traits
)

Sends a byte stream to the remote endpoint using the underlying socket

Public function Virtual

void

 

NotifyActorChannelCleanedUp

(
    UActorChannel* Channel,
    EChannelCloseReason CloseReason
)

Public function Virtual

void

 

NotifyActorDestroyed

(
    AActor* Actor,
    bool IsSeamlessTravel
)

Called when owning network driver receives NotifyActorDestroyed.

Public function Virtual

FString

 

RemoteAddressToString()

Gets a unique ID for the connection, this ID depends on the underlying connection For IP connections this is an IP Address and port, for steam this is a SteamID

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Poll the connection. If it is timed out, close it.

Overridden from UObject

Name Description

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

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