UChildConnection

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

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MacOS
Linux

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

UNetConnection ...

 

Parent

Constructors

Name Description

Public function

UChildConnection

(
    const FObjectInitializer& ObjectIn...
)

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

 

InitSendBuffer()

Resets the FBitWriter to its default state

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()

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

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