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Classes

Name

Description

Public class

FChangelistIterator

Simple helper class to track state while iterating over changelists.

Public struct

FControlChannelOutBunch

Out bunch for the control channel (special restrictions)

Public struct

FDelinquencyAnalytics

Convenience type that can be used to tracks information about things that can result in prolonged periods of apparent network inactivity, despite actually receiving traffic.

Public struct

FDelinquencyKeyFuncs

Public struct

FDelinquencyNameTimePair

Tracks an FName ID to a time value.

Public class

FEmptyOnlineDelegate

Public class

FGuidReferences

References to Objects (including Actors, Components, etc.) are replicated as NetGUIDs, since the literal memory pointers will be different across game instances.

Public class

FHandleToCmdIndex

Converts a relative handle to the appropriate index into the Cmds array

Public struct

FHelper

Public class

FInBunch

A bunch of data received from a channel.

Public struct

FNetAsyncLoadDelinquencyAnalytics

Tracks data related specific to a NetDriver that can can result in prolonged periods of apparent network inactivity, despite actually receiving traffic.

Public struct

FNetConnectionSaturationAnalytics

Struct wrapping Per Net Connection saturation analytics.

Public class

FNetControlMessage

Network control channel message types

Public class

FNetControlMessageInfo

Contains info about a message type retrievable without static binding (e.g. whether it's a valid type, friendly name string, etc)

Public class

FNetPacketNotify

FNetPacketNotify - Drives delivery of sequence numbers, acknowledgments and notifications of delivery sequence numbers

Public struct

FNetQueuedActorDelinquencyAnalytics

Tracks data related specific to a NetConnection that can can result in prolonged periods of apparent network inactivity, despite actually receiving traffic.

Public class

FNetworkProfiler

Network profiler, using serialized token emission like e.g. script and malloc profiler.

Public class

FNetworkProfilerHeader

Public struct

FNetworkProfilerScopedIgnoreReplicateProperties

Can be used to enforce a scope where we don't want to track properties.

Public struct

FNetworkReplayDelegates

Public class

FObjectReplicator

Represents an object that is currently being replicated or handling RPCs.

Public class

FOutBunch

A bunch of data to send.

Public class

FReceivingRepState

Replication State needed to track received properties.

Public class

FRepChangedHistory

Represents a single changelist, tracking changed properties.

Public class

FRepChangedParent

Stores meta data about a given Replicated property.

Public class

FRepChangedPropertyTracker

This class is used to store meta data about properties that is shared between connections, including whether or not a given property is Conditional, Active, and any external data that may be needed for Replays.

Public class

FRepChangelistState

Stores changelist history (that are used to know what properties have changed) for objects.

Public class

FRepHandleIterator

Iterates over a changelist, taking each handle, and mapping to rep layout index, array index, etc.

Public class

FRepLayout

This class holds all replicated properties for a given type (either a UClass, UStruct, or UFunction).

Public class

FRepLayoutCmd

Represents a single property, which could be either a Top Level Property, a Nested Struct Property, or an element in a Dynamic Array.

Public struct

FReplicatedActorProperty

Struct containing property and offset for replicated actor properties

Public class

FReplicationChangelistMgr

FReplicationChangelistMgr manages a list of change lists for a particular replicated object that have occurred since the object started replicating Once the history is completely full, the very first changelist will then be merged with the next one (freeing a slot) This way we always have the entire history for join in progress players This information is then used by all connections, to share the compare work needed to determine what to send each connection Connections will send any changelist that is new since the last time the connection checked

Public class

FRepParentCmd

A Top Level Property of a UClass, UStruct, or UFunction (arguments to a UFunction).

Public struct

FRepSerializationSharedInfo

Holds a set of shared net serialized properties

Public struct

FRepSerializedPropertyInfo

Holds the unique identifier and offsets/lengths of a net serialized property used for Shared Serialization

Public class

FRepState

Replication State that is unique Per Object Per Net Connection.

Public struct

FRepStateStaticBuffer

Holds deep copies of replicated property data for objects.

Public class

FScopedActorRoleSwap

Public class

FSendingRepState

Replication State that is only needed when sending properties.

Public class

FVoicePacket

Defines the data involved in a voice packet

Public struct

FVoiceSettings

Public struct

TRepDataBufferBase

TRepDataBuffer and TConstRepDataBuffer act as wrapper around internal data buffers that FRepLayout may use.

Public class

UOnlineBlueprintCallProxyBase

Public class

UOnlineEngineInterface

Interface class between engine and OnlineSubsystem to remove dependencies between the two The real work is implemented in UOnlineEngineInterfaceImpl in OnlineSubsystemUtils The expectation is that this basic group of functions will not expand/change and that OnlineSubsystem can remain independent of the engine

Public class

UVOIPStatics

Public class

UVOIPTalker

Constants

Name

Description

MicSilenceDetectionConfig::IsAnalog

MicSilenceDetectionConfig::LevelDetectionMode

MicSilenceDetectionConfig::PacketBufferSlack

NMT_Abort

NMT_ActorChannelFailure

NMT_BeaconAssignGUID

NMT_BeaconJoin

NMT_BeaconNetGUIDAck

NMT_BeaconWelcome

Beacon control channel flow Client Server Send Receive - compare version / game id Send if incompatible Send if wrong game Send if good so far Receive Send Send with beacon type Receive Receive - create requested beacon type and create NetGUID Send if unable to create or bad type Send with NetGUID for new beacon actor Receive - assign NetGUID to client actor Send acknowledging receipt of NetGUID Receive - connection complete

NMT_Challenge

NMT_DebugText

NMT_EncryptionAck

NMT_Failure

NMT_GameSpecific

NMT_Hello

Message type definitions

NMT_Join

NMT_JoinSplit

NMT_Login

NMT_NetGUIDAssign

NMT_Netspeed

NMT_PCSwap

NMT_SecurityViolation

NMT_Skip

NMT_Upgrade

NMT_Welcome

Typedefs

Name

Description

FConstRepObjectDataBuffer

FConstRepShadowDataBuffer

FGuidReferencesMap

FOnlineAutoLoginComplete

Delegate fired when an AutoLogin request is complete

FOnlineExternalUIChanged

Delegate fired when an external UI is opened or closed

FOnlineSessionEndComplete

Delegate fired when an online EndSession call has completed

FOnlineSessionStartComplete

Delegate fired when an online StartSession call has completed

FOnlineShowWebUrlClosed

Delegate executed when the web url UI has been closed

FOnNetworkProfileFinished

FOnPIELoginComplete

Delegate fired when a PIE login has completed

FOnProcessGameSpecificDemoHeader

FOnWriteGameSpecificDemoHeader

FPreActorDestroyReplayScrub

FPreReplayScrub

FRepObjectDataBuffer

FRepShadowDataBuffer

FVoicePacketList

Make the TArray of voice packets a bit more readable

TConstRepDataBuffer

TRepDataBuffer

Enums

Name

Description

Public enum

EAudioEncodeHint

Encoding hints for compression

Public enum

ECreateRepLayoutFlags

Public enum

ECreateRepStateFlags

Flags used to customize how RepStates are created.

Public enum

EDiffPropertiesFlags

Public enum

EReceivePropertiesFlags

Public enum

ERepDataBufferType

Public enum

ERepLayoutCmdType

Various types of Properties supported for Replication.

Public enum

ERepLayoutFlags

Various flags that describe how a Property should be handled.

Public enum

ERepLayoutState

Public enum

ERepParentFlags

Various flags that describe how a Top Level Property should be handled.

Functions

Name Description

Public function

int32

 

BestSignedDifference

(
    int32 Value,
    int32 Reference,
    int32 Max
)

Return the value of Max/2 <= Value-Reference+some_integer*Max < Max/2.

Public function

void

 

DeprecatedChangeCondition

(
    UProperty* ReplicatedProperty,
    TArray< FLifetimeProperty >& OutLi...,
    ELifetimeCondition InCondition
)

Please use the RESET_REPLIFETIME_CONDITION macro

Public function

void

 

DisableAllReplicatedPropertiesOfClass

(
    const UClass* ThisClass,
    const UClass* ClassToDisable,
    EFieldIteratorFlags::SuperClassFlag...,
    TArray< FLifetimeProperty >& OutLi...
)

Public function

void

 

DisableReplicatedLifetimeProperty

(
    const UClass* ThisClass,
    const UClass* PropertyClass,
    FName PropertyName,
    TArray< FLifetimeProperty >& OutLi...
)

Public function Static

UProperty &#...

 

GetReplicatedProperty

(
    const UClass* CallingClass,
    const UClass* PropClass,
    const FName& PropName
)

Wrapper to find replicated properties that also makes sure they're valid

Public function

bool

 

IsCustomDeltaProperty

(
    const UStructProperty* StructP...
)

Public function

bool

 

IsCustomDeltaProperty

(
    const UProperty* Property
)

Public function

int32

 

MakeRelative

(
    int32 Value,
    int32 Reference,
    int32 Max
)

Public function

constexpr bo...

 

operator!

(
    ECreateRepLayoutFlags E
)

Public function

constexpr bo...

 

operator!

(
    ERepLayoutFlags E
)

Public function

constexpr bo...

 

operator!

(
    ECreateRepStateFlags E
)

Public function

constexpr bo...

 

operator!

Public function

constexpr bo...

 

operator!

(
    ERepParentFlags E
)

Public function

constexpr bo...

 

operator!

(
    EDiffPropertiesFlags E
)

Public function

constexpr ER...

 

operator&

(
    ERepLayoutFlags Lhs,
    ERepLayoutFlags Rhs
)

Public function

constexpr ED...

 

operator&

(
    EDiffPropertiesFlags Lhs,
    EDiffPropertiesFlags Rhs
)

Public function

constexpr ER...

 

operator&

Public function

constexpr EC...

 

operator&

(
    ECreateRepStateFlags Lhs,
    ECreateRepStateFlags Rhs
)

Public function

constexpr ER...

 

operator&

(
    ERepParentFlags Lhs,
    ERepParentFlags Rhs
)

Public function

constexpr EC...

 

operator&

(
    ECreateRepLayoutFlags Lhs,
    ECreateRepLayoutFlags Rhs
)

Public function

ECreateRepLa...

 

operator&=

(
    ECreateRepLayoutFlags& Lhs,
    ECreateRepLayoutFlags Rhs
)

Public function

ERepLayoutFl...

 

operator&=

(
    ERepLayoutFlags& Lhs,
    ERepLayoutFlags Rhs
)

Public function

ERepParentFl...

 

operator&=

(
    ERepParentFlags& Lhs,
    ERepParentFlags Rhs
)

Public function

EDiffPropert...

 

operator&=

(
    EDiffPropertiesFlags& Lhs,
    EDiffPropertiesFlags Rhs
)

Public function

EReceiveProp...

 

operator&=

Public function

ECreateRepSt...

 

operator&=

(
    ECreateRepStateFlags& Lhs,
    ECreateRepStateFlags Rhs
)

Public function

constexpr EC...

 

operator^

(
    ECreateRepStateFlags Lhs,
    ECreateRepStateFlags Rhs
)

Public function

constexpr ER...

 

operator^

(
    ERepParentFlags Lhs,
    ERepParentFlags Rhs
)

Public function

constexpr EC...

 

operator^

(
    ECreateRepLayoutFlags Lhs,
    ECreateRepLayoutFlags Rhs
)

Public function

constexpr ER...

 

operator^

Public function

constexpr ER...

 

operator^

(
    ERepLayoutFlags Lhs,
    ERepLayoutFlags Rhs
)

Public function

constexpr ED...

 

operator^

(
    EDiffPropertiesFlags Lhs,
    EDiffPropertiesFlags Rhs
)

Public function

ECreateRepLa...

 

operator^=

(
    ECreateRepLayoutFlags& Lhs,
    ECreateRepLayoutFlags Rhs
)

Public function

ERepParentFl...

 

operator^=

(
    ERepParentFlags& Lhs,
    ERepParentFlags Rhs
)

Public function

ECreateRepSt...

 

operator^=

(
    ECreateRepStateFlags& Lhs,
    ECreateRepStateFlags Rhs
)

Public function

EReceiveProp...

 

operator^=

Public function

ERepLayoutFl...

 

operator^=

(
    ERepLayoutFlags& Lhs,
    ERepLayoutFlags Rhs
)

Public function

EDiffPropert...

 

operator^=

(
    EDiffPropertiesFlags& Lhs,
    EDiffPropertiesFlags Rhs
)

Public function

constexpr EC...

 

operator|

(
    ECreateRepLayoutFlags Lhs,
    ECreateRepLayoutFlags Rhs
)

Public function

constexpr ED...

 

operator|

(
    EDiffPropertiesFlags Lhs,
    EDiffPropertiesFlags Rhs
)

Public function

constexpr ER...

 

operator|

Public function

constexpr EC...

 

operator|

(
    ECreateRepStateFlags Lhs,
    ECreateRepStateFlags Rhs
)

Public function

constexpr ER...

 

operator|

(
    ERepParentFlags Lhs,
    ERepParentFlags Rhs
)

Public function

constexpr ER...

 

operator|

(
    ERepLayoutFlags Lhs,
    ERepLayoutFlags Rhs
)

Public function

ERepParentFl...

 

operator|=

(
    ERepParentFlags& Lhs,
    ERepParentFlags Rhs
)

Public function

ERepLayoutFl...

 

operator|=

(
    ERepLayoutFlags& Lhs,
    ERepLayoutFlags Rhs
)

Public function

ECreateRepLa...

 

operator|=

(
    ECreateRepLayoutFlags& Lhs,
    ECreateRepLayoutFlags Rhs
)

Public function

ECreateRepSt...

 

operator|=

(
    ECreateRepStateFlags& Lhs,
    ECreateRepStateFlags Rhs
)

Public function

EDiffPropert...

 

operator|=

(
    EDiffPropertiesFlags& Lhs,
    EDiffPropertiesFlags Rhs
)

Public function

EReceiveProp...

 

operator|=

Public function

constexpr ED...

 

operator~

(
    EDiffPropertiesFlags E
)

Public function

constexpr ER...

 

operator~

Public function

constexpr EC...

 

operator~

(
    ECreateRepStateFlags E
)

Public function

constexpr ER...

 

operator~

(
    ERepParentFlags E
)

Public function

constexpr ER...

 

operator~

(
    ERepLayoutFlags E
)

Public function

constexpr EC...

 

operator~

(
    ECreateRepLayoutFlags E
)

Public function

float

 

PerfCountersGet

(
    const FString& Name,
    float DefaultVal
)

Public function

double

 

PerfCountersGet

(
    const FString& Name,
    double DefaultVal
)

Public function

int32

 

PerfCountersGet

(
    const FString& Name,
    int32 DefaultVal
)

Public function

uint32

 

PerfCountersGet

(
    const FString& Name,
    uint32 DefaultVal
)

Public function

int32

 

PerfCountersIncrement

(
    const FString& Name,
    int32 Add,
    int32 DefaultValue,
    uint32 Flags
)

Public function

void

 

PerfCountersSet

(
    const FString& Name,
    float Val,
    uint32 Flags
)

Stub implementations to be used when PerfCounters are unavailable

Public function

void

 

PerfCountersSet

(
    const FString& Name,
    const FString& Val,
    uint32 Flags
)

Public function

void

 

PerfCountersSet

(
    const FString& Name,
    int32 Val,
    uint32 Flags
)

Public function

void

 

RegisterReplicatedLifetimeProperty

(
    const UProperty* ReplicatedPro...,
    TArray< FLifetimeProperty >& OutLi...,
    ELifetimeCondition InCondition,
    ELifetimeRepNotifyCondition InRepNo...
)

Public function

void

 

ResetReplicatedLifetimeProperty

(
    const UClass* ThisClass,
    const UClass* PropertyClass,
    FName PropertyName,
    ELifetimeCondition LifetimeConditio...,
    TArray< FLifetimeProperty >& OutLi...
)

Public function Static

TRepDataBuff...

 

UE4_RepLayout_Private::operator+

(
    TRepDataBufferBase< ERepDataBufferT...,
    const TLayoutCmdType& Cmd
)

Public function Static

TRepDataBuff...

 

UE4_RepLayout_Private::operator+

(
    const TRepDataBufferBase< ERepDataB...,
    const TLayoutCmdType& Cmd
)

Variables

Name Description

Public variable

FNetworkProfile...

 

GNetworkProfiler

Global network profiler instance.

Public variable

const int32

 

MAX_BUNCH_SIZE

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