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API > API/Plugins > API/Plugins/MultiServerReplication
A physical connection from the proxy server to a single game server.
All proxy client connections are multiplexed to backend servers through this physical connection.
| Name | FGameServerConnectionState |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MultiServerReplication/Source/MultiServerReplication/Public/MultiServerProxy.h |
| Include Path | #include "MultiServerProxy.h" |
Syntax
USTRUCT ()
struct FGameServerConnectionState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| We are only valid with a URL, but a default constructor is needed for serialization. | MultiServerProxy.h | ||
FGameServerConnectionState
(
const FURL& InGameServerURL |
MultiServerProxy.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GameServerNotify | TObjectPtr< UGameServerNotify > | MultiServerProxy.h | ||
| GameServerURL | FURL | The URL address of the Game Server (does not indicate a live connection, only intent) | MultiServerProxy.h | |
| NetDriver | TObjectPtr< class UProxyBackendNetDriver > | MultiServerProxy.h | ||
| NetDriverName | FName | MultiServerProxy.h | ||
| PendingSplitJoinRequests | TArray< FGameServerSplitJoinRequest > | MultiServerProxy.h | ||
| Players | TArray< TObjectPtr< class ULocalPlayer > > | MultiServerProxy.h | ||
| World | TObjectPtr< class UWorld > | MultiServerProxy.h |