AServerStatReplicator

Class used to replicate server "stat net" data over.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/ServerStatReplicator.h

Include

#include "Engine/ServerStatReplicator.h"

Syntax

class AServerStatReplicator : public AInfo

Remarks

Class used to replicate server "stat net" data over. For server only values, the client data is is overwritten when bUpdateStatNet == true. For data that both the client and server set, the server data will only overwrite if bUpdateStatNet == true && bOverwriteClientStats == true.

Variables

Name Description

Public variable

bool

 

bOverwriteClientStats

Whether to overwrite client data stat net with data from the server or not

Public variable

bool

 

bUpdateStatNet

Whether to update stat net with data from the server or not

Public variable

uint32

 

Channels

Public variable

uint32

 

InBunches

Public variable

uint32

 

InLoss

Public variable

uint32

 

InPackets

Public variable

uint32

 

InPacketsClientAvg

Public variable

uint32

 

InPacketsClientMax

Public variable

uint32

 

InPacketsClientMin

Public variable

uint32

 

InRate

Public variable

uint32

 

InRateClientAvg

Public variable

uint32

 

InRateClientMax

Public variable

uint32

 

InRateClientMin

Public variable

uint32

 

MaxPacketOverhead

Public variable

uint32

 

NetGUIDInRate

Public variable

uint32

 

NetGUIDOutRate

Public variable

uint32

 

NetNumClients

Public variable

uint32

 

NetSaturated

Public variable

uint32

 

NumActorChannels

Public variable

uint32

 

NumActors

Public variable

uint32

 

NumConsideredActors

Public variable

uint32

 

NumDormantActors

Public variable

uint32

 

NumInitiallyDormantActors

Public variable

uint32

 

NumNetActors

Public variable

uint32

 

NumNetGUIDsAckd

Public variable

uint32

 

NumNetGUIDsPending

Public variable

uint32

 

NumNetGUIDsUnAckd

Public variable

uint32

 

NumRelevantActors

Public variable

uint32

 

NumRelevantDeletedActors

Public variable

uint32

 

NumReplicatedActorAttempts

Public variable

uint32

 

NumReplicatedActors

Public variable

uint32

 

ObjPathBytes

Public variable

uint32

 

OutBunches

Public variable

uint32

 

OutLoss

Public variable

uint32

 

OutPackets

Public variable

uint32

 

OutPacketsClientAvg

Public variable

uint32

 

OutPacketsClientMax

Public variable

uint32

 

OutPacketsClientMin

Public variable

uint32

 

OutRate

Public variable

uint32

 

OutRateClientAvg

Public variable

uint32

 

OutRateClientMax

Public variable

uint32

 

OutRateClientMin

Public variable

uint32

 

PercentInVoice

Public variable

uint32

 

PercentOutVoice

Public variable

uint32

 

PrioritizedActors

Public variable

uint32

 

VoiceBytesRecv

Public variable

uint32

 

VoiceBytesSent

Public variable

uint32

 

VoicePacketsRecv

Public variable

uint32

 

VoicePacketsSent

Constructors

Name Description

Public function

AServerStatReplicator

(
    const FObjectInitializer& ObjectIn...
)

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Deprecated Variables

Name Description

Public variable

uint32

 

OutSaturation

Saturation is not calculated anymore and is now deprecated.