UOculusNetConnection

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

OnlineSubsystemOculus

Header

/Engine/Plugins/Online/OnlineSubsystemOculus/Source/Classes/OculusNetConnection.h

Include

#include "OculusNetConnection.h"

Syntax

UCLASS(Transient, Config=Engine)
class UOculusNetConnection : public UIpConnection

Overridden from UNetConnection

Name Description

Public function Virtual

void

 

InitBase

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

Initialize common settings for this connection instance

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

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

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

Overridden from UObject

Name Description

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback