FNullNetworkReplayStreamer

Default streamer that goes straight to the HD

Windows
MacOS
Linux

Inheritance Hierarchy

INetworkReplayStreamer

FTickableGameObject

FNullNetworkReplayStreamer

References

Module

NullNetworkReplayStreaming

Header

/Engine/Source/Runtime/NetworkReplayStreaming/NullNetworkReplayStreaming/Public/NullNetworkReplayStreaming.h

Include

#include "NullNetworkReplayStreaming.h"

Syntax

class FNullNetworkReplayStreamer :
    public INetworkReplayStreamer,
    public FTickableGameObject

Remarks

Default streamer that goes straight to the HD

Constructors

Name Description

Public function

FNullNetworkReplayStreamer()

Overridden from INetworkReplayStreamer

Name Description

Public function Virtual

void

 

AddEvent

(
    const uint32 TimeInMS,
    const FString& Group,
    const FString& Meta,
    const TArray< uint8 >& Data
)

Public function Virtual

void

 

AddOrUpdateEvent

(
    const FString& Name,
    const uint32 TimeInMS,
    const FString& Group,
    const FString& Meta,
    const TArray< uint8 >& Data
)

Public function Virtual

void

 

AddUserToReplay

(
    const FString& UserString
)

Adds a join-in-progress user to the set of users associated with the currently recording replay (if any)

Public function Virtual

void

 

DeleteFinishedStream

(
    const FString& StreamName,
    const int32 UserIndex,
    const FDeleteFinishedStreamCallback...
)

Public function Virtual

void

 

DeleteFinishedStream

(
    const FString& StreamName,
    const FDeleteFinishedStreamCallback...
)

Attempts to delete the stream with the specified name. May execute asynchronously.

Public function Virtual

void

 

DownloadHeader

(
    const FDownloadHeaderCallback& Del...
)

Public function Virtual

void

 

EnumerateEvents

(
    const FString& Group,
    const FEnumerateEventsCallback& En...
)

Public function Virtual

void

 

EnumerateEvents

(
    const FString& ReplayName,
    const FString& Group,
    const FEnumerateEventsCallback& En...
)

Public function Virtual

void

 

EnumerateEvents

(
    const FString& ReplayName,
    const FString& Group,
    const int32 UserIndex,
    const FEnumerateEventsCallback& De...
)

Public function Virtual

void

 

EnumerateRecentStreams

(
    const FNetworkReplayVersion& Repla...,
    const int32 UserIndex,
    const FEnumerateStreamsCallback& D...
)

Retrieves the streams that have been recently viewed. May execute asynchronously.

Public function Virtual

void

 

EnumerateStreams

(
    const FNetworkReplayVersion& Repla...,
    const int32 UserIndex,
    const FString& MetaString,
    const TArray< FString >& ExtraParm...,
    const FEnumerateStreamsCallback& D...
)

Retrieves the streams that are available for viewing.

Public function Virtual

void

 

FlushCheckpoint

(
    const uint32 TimeInMS
)

Public function Virtual

FArchive ...

 

GetCheckpointArchive()

Public function Virtual Const

EStreamingOp...

 

GetDemoPath

(
    FString& DemoPath
)

Gets the current base directory where Demos are stored.

Public function Virtual

FArchive ...

 

GetHeaderArchive()

Public function Virtual Const

ENetworkRepl...

 

GetLastError()

Returns the last error that occurred while streaming replays

Public function Virtual Const

uint32

 

GetMaxFriendlyNameSize()

Returns the maximum size of the friendly name text for this streamer, or 0 for unlimited.

Public function Virtual Const

FString

 

GetReplayID()

Returns the active replay name

Public function Virtual

FArchive ...

 

GetStreamingArchive()

Public function Virtual Const

uint32

 

GetTotalDemoTime()

Public function Virtual

void

 

GotoCheckpointIndex

(
    const int32 CheckpointIndex,
    const FGotoCallback& Delegate,
    EReplayCheckpointType CheckpointTyp...
)

Public function Virtual

void

 

GotoTimeInMS

(
    const uint32 TimeInMS,
    const FGotoCallback& Delegate,
    EReplayCheckpointType CheckpointTyp...
)

Public function Virtual Const

bool

 

IsCheckpointTypeSupported

(
    EReplayCheckpointType CheckpointTyp...
)

Public function Virtual Const

bool

 

IsDataAvailable()

Public function Virtual

bool

 

IsDataAvailableForTimeRange

(
    const uint32 StartTimeInMS,
    const uint32 EndTimeInMS
)

Public function Virtual Const

bool

 

IsLive()

Returns true if the playing stream is currently in progress

Public function Virtual Const

bool

 

IsLoadingCheckpoint()

Public function Virtual

void

 

KeepReplay

(
    const FString& ReplayName,
    const bool bKeep,
    const int32 UserIndex,
    const FKeepReplayCallback& Delegat...
)

Public function Virtual

void

 

KeepReplay

(
    const FString& ReplayName,
    const bool bKeep,
    const FKeepReplayCallback& Delegat...
)

Used to commit a replay to permanent storage.

Public function Virtual

void

 

RefreshHeader()

Public function Virtual

void

 

RenameReplay

(
    const FString& ReplayName,
    const FString& NewName,
    const FRenameReplayCallback& Deleg...
)

Used to change the name of a replay.

Public function Virtual

void

 

RenameReplay

(
    const FString& ReplayName,
    const FString& NewName,
    const int32 UserIndex,
    const FRenameReplayCallback& Deleg...
)

Public function Virtual

void

 

RenameReplayFriendlyName

(
    const FString& ReplayName,
    const FString& NewFriendlyName,
    const int32 UserIndex,
    const FRenameReplayCallback& Deleg...
)

Public function Virtual

void

 

RenameReplayFriendlyName

(
    const FString& ReplayName,
    const FString& NewFriendlyName,
    const FRenameReplayCallback& Deleg...
)

Used to change the friendly name of a replay.

Public function Virtual

void

 

RequestEventData

(
    const FString& ReplayName,
    const FString& EventId,
    const int32 UserIndex,
    const FRequestEventDataCallback& D...
)

Public function Virtual

void

 

RequestEventData

(
    const FString& ReplayName,
    const FString& EventID,
    const FRequestEventDataCallback& D...
)

Public function Virtual

void

 

RequestEventData

(
    const FString& EventID,
    const FRequestEventDataCallback& D...
)

Public function Virtual

void

 

RequestEventGroupData

(
    const FString& Group,
    const FRequestEventGroupDataCallbac...
)

Public function Virtual

void

 

RequestEventGroupData

(
    const FString& ReplayName,
    const FString& Group,
    const int32 UserIndex,
    const FRequestEventGroupDataCallbac...
)

Public function Virtual

void

 

RequestEventGroupData

(
    const FString& ReplayName,
    const FString& Group,
    const FRequestEventGroupDataCallbac...
)

Public function Virtual

void

 

SearchEvents

(
    const FString& EventGroup,
    const FSearchEventsCallback& Deleg...
)

Public function Virtual

EStreamingOp...

 

SetDemoPath

(
    const FString& DemoPath
)

Changes the base directory where Demos are stored.

Public function Virtual

void

 

SetHighPriorityTimeRange

(
    const uint32 StartTimeInMS,
    const uint32 EndTimeInMS
)

Public function Virtual

void

 

SetTimeBufferHintSeconds

(
    const float InTimeBufferHintSeconds
)

Sets a hint for how much data needs to be kept in memory.

Public function Virtual

void

 

StartStreaming

(
    const FStartStreamingParameters& P...,
    const FStartStreamingCallback& Del...
)

INetworkReplayStreamer implementation

Public function Virtual

void

 

StopStreaming()

Public function Virtual

void

 

UpdatePlaybackTime

(
    uint32 TimeInMS
)

Public function Virtual

void

 

UpdateTotalDemoTime

(
    uint32 TimeInMS
)

Overridden from FTickableGameObject

Name Description

Public function Virtual Const

bool

 

IsTickableWhenPaused()

FTickableGameObject implementation

Overridden from FTickableObjectBase

Name Description

Public function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Public function Virtual Const

ETickableTic...

 

GetTickableTickType()

Virtual that can be overloaded by the inheriting class.

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

FTickableObjectBase implementation

Enums

Name

Description

Private enum

EStreamerState

EStreamerState - Overall state of the streamer

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss