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Intercept outgoing connection requests to game servers from the proxy server.
Ensure that NMT_Join is sent after receiving NMT_Welcome from a game server. Normally NMT_Join will be sent after a level is loaded but the proxy doesn't currently handle loading levels when connecting to a server.
Defaults to the behavior in UPendingNetGame which normally handles all outgoing connections to a game server.
| Name | UGameServerNotify |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MultiServerReplication/Source/MultiServerReplication/Public/MultiServerProxy.h |
| Include Path | #include "MultiServerProxy.h" |
Syntax
UCLASS ()
class UGameServerNotify : public UPendingNetGame
Inheritance Hierarchy
- FNetworkNotify → UPendingNetGame → UGameServerNotify
- UObjectBase → UObjectBaseUtility → UObject → UPendingNetGame → UGameServerNotify
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FirstPlayer | TObjectPtr< class ULocalPlayer > | MultiServerProxy.h | ||
| Flags | UE::Net::EJoinFlags | MultiServerProxy.h | ||
| ProxyNetDriver | TObjectPtr< class UProxyNetDriver > | MultiServerProxy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetFirstPlayer
(
TObjectPtr< class ULocalPlayer > Player |
Set the value to be returned by GetFirstGamePlayer(). | MultiServerProxy.h | |
void SetFlags
(
UE::Net::EJoinFlags InFlags |
MultiServerProxy.h | ||
void SetProxyNetDriver
(
TObjectPtr< class UProxyNetDriver > InProxyNetDriver |
MultiServerProxy.h |
Overridden from UPendingNetGame
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ULocalPlayer * GetFirstGamePlayer() |
MultiServerProxy.h |
Overridden from FNetworkNotify
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void NotifyAcceptedConnection
(
UNetConnection* Connection |
MultiServerProxy.h | ||
virtual bool NotifyAcceptingChannel
(
UChannel* Channel |
MultiServerProxy.h | ||
virtual EAcceptConnection::Type NotifyAcceptingConnection() |
MultiServerProxy.h | ||
virtual void NotifyControlMessage
(
UNetConnection* GameServerConnection, |
MultiServerProxy.h |