UChildConnection

Represents a secondary split screen connection that reroutes calls to the parent connection.

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/ChildConnection.h

Include

#include "Engine/ChildConnection.h"

Syntax

class UChildConnection : public UNetConnection

Remarks

Represents a secondary split screen connection that reroutes calls to the parent connection.

Variables

Name Description

Public variable

TObjectPtr< cla...

 

Parent

Constructors

Name Description

Public function

UChildConnection

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

UNetConnecti...

 

GetParentConnection()

Public function Virtual

void

 

InitChildConnection

(
    UNetDriver* InDriver,
    UNetConnection* InParent
)

Overridden from UNetConnection

Name Description

Public function Virtual

void

 

AssertValid()

Make sure this connection is in a reasonable state.

Public function Virtual

void

 

CleanUp()

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

Public function Virtual

void

 

FlushNet

(
    bool bIgnoreSimulation
)

Flushes any pending data, bundling it into a packet and sending it via LowLevelSend() also handles network simulation settings (simulated lag, packet loss, etc) unless bIgnoreSimulation is true

Public function Virtual

UChildConnec...

 

GetUChildConnection()

Get the representation of a secondary splitscreen connection that reroutes calls to the parent connection

Public function Virtual

void

 

HandleClientPlayer

(
    APlayerController* PC,
    UNetConnection* NetConnection
)

Handle the player controller client

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

void

 

InitSendBuffer()

Resets the FBitWriter to its default state

Public function Virtual Const

bool

 

IsEncryptionEnabled()

Returns true if encryption is enabled for this connection.

Public function Virtual

int32

 

IsNetReady

(
    bool Saturate
)

Return whether this channel is ready for sending.

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

 

Tick

(
    float DeltaSeconds
)

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

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