| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/ChildConnection.h |
Include |
#include "Engine/ChildConnection.h" |
class UChildConnection : public UNetConnection
Represents a secondary split screen connection that reroutes calls to the parent connection.
Name | Description | ||
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TObjectPtr< cla... |
Parent |
Name | Description | |
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UChildConnection ( |
Name | Description | ||
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UNetConnecti... |
GetParentConnection() |
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void |
InitChildConnection ( |
Name | Description | ||
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void |
AssertValid() |
Make sure this connection is in a reasonable state. |
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void |
CleanUp() |
Closes the control channel, cleans up structures, and prepares for deletion |
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void |
FlushNet ( |
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 |
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UChildConnec... |
GetUChildConnection() |
Get the representation of a secondary splitscreen connection that reroutes calls to the parent connection |
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void |
HandleClientPlayer ( |
Handle the player controller client |
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void |
InitLocalConnection ( |
Initialize this connection instance to a remote source |
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void |
InitRemoteConnection ( |
Initialize this connection instance from a remote source |
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void |
InitSendBuffer() |
Resets the FBitWriter to its default state |
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bool |
IsEncryptionEnabled() |
Returns true if encryption is enabled for this connection. |
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int32 |
IsNetReady ( |
Return whether this channel is ready for sending. |
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LowLevelDescribe() |
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LowLevelGetRemoteAddress ( |
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void |
LowLevelSend ( |
Sends a byte stream to the remote endpoint using the underlying socket |
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void |
Tick ( |
Poll the connection. If it is timed out, close it. |