UGameNetworkManagerSettings

Holds the settings for the [AGameNetworkManager](API\Runtime\Engine\GameFramework\AGameNetworkManager) class.

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UGameNetworkManagerSettings

Syntax

class UGameNetworkManagerSettings : public UObject

Remarks

Holds the settings for the AGameNetworkManager class.

Variables

Name Description

Public variable

int32

 

BadPingThreshold

The point we determine the server is either delaying packets or has bad upstream.

Public variable

uint32: 1

 

bIsStandbyCheckingEnabled

Used to determine if checking for standby cheats should occur.

Public variable

float

 

JoinInProgressStandbyWaitTime

The amount of time to wait before checking a connection for standby issues.

Public variable

int32

 

MaxDynamicBandwidth

Maximum bandwidth dynamically set per connection.

Public variable

int32

 

MinDynamicBandwidth

Minimum bandwidth dynamically set per connection.

Public variable

float

 

PercentForBadPing

The percentage of clients with bad ping before triggering the standby code.

Public variable

float

 

PercentMissingForRxStandby

The percentage of clients missing RX data before triggering the standby code.

Public variable

float

 

PercentMissingForTxStandby

The percentage of clients missing TX data before triggering the standby code.

Public variable

float

 

StandbyRxCheatTime

The amount of time without packets before triggering the cheat code.

Public variable

float

 

StandbyTxCheatTime

The amount of time without packets before triggering the cheat code.

Public variable

int32

 

TotalNetBandwidth

Total available bandwidth for listen server, split dynamically across net connections.

Constructors

Name Description

Public function

UGameNetworkManagerSettings

(
    const FObjectInitializer& ObjectIn...
)

References

Module

EngineSettings

Header

Runtime/EngineSettings/Classes/GameNetworkManagerSettings.h

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