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API > API/Plugins > API/Plugins/NetcodeUnitTest
| Name | ANUTActor |
| Type | class |
| Header File | /Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Classes/NUTActor.h |
| Include Path | #include "NUTActor.h" |
Syntax
UCLASS ()
class ANUTActor :
public AActor ,
public FSelfRegisteringExec
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ANUTActor
- FExec → FSelfRegisteringExec → ANUTActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ANUTActor
(
const FObjectInitializer& ObjectInitializer |
NUTActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bMonitorForBeacon | bool | Monitors for the creation of the beacon net driver, if -BeaconPort=x was specified on the commandline | NUTActor.h | |
| LastAliveTime | double | The value of World.RealTimeSeconds as of the last time the client was marked as still alive | NUTActor.h | |
| TempDelegate | FExecuteOnServer | A delegate property, used solely for converting strings to delegates | NUTActor.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BeaconDriverName | FName | The name of the beacon net driver | NUTActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Admin
(
FString Command |
Executes a console command on the server | NUTActor.h |
|
| Executes the function specified in the delegate, on the server (used within unit tests) | NUTActor.h | ||
void HookNetDriver
(
UNetDriver* TargetNetDriver |
Hooks control channel messages for the specified net driver | NUTActor.h | |
void NetFlush() |
Flushes all pending net connection packets | NUTActor.h |
|
void NetMulticastPing() |
Received by all clients, emits a ping to log | NUTActor.h |
|
bool NotifyControlMessage
(
UNetConnection* Connection, |
NUTActor.h | ||
void ServerAdmin
(
const FString& Command |
NUTActor.h |
|
|
void ServerClientPing() |
Send a 'ping' RPC to all clients, to make them log a ping, which unit tests then use to verify the presence of a client process | NUTActor.h |
|
void ServerClientStillAlive() |
Notifies the server that the client is still around | NUTActor.h |
|
void ServerExecute
(
const FString& InDelegate |
Takes a string representing a delegate (can't replicate delegate parameters), and executes that delegate on the server | NUTActor.h |
|
void ServerReceiveText
(
const FText& InText |
Test log function | NUTActor.h |
|
void UnitSeamlessTravel
(
FString Dest |
Triggers seamless travel | NUTActor.h |
|
void UnitTravel
(
FString Dest |
Triggers normal travel | NUTActor.h |
|
void UpdateOwner() |
Update the owner for the NUTActor, if the current owner is no longer valid | NUTActor.h | |
void Wait
(
uint16 Seconds |
Makes the game thread wait for the specified number of seconds | NUTActor.h |
|
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UNetConnection * GetNetConnection() |
NUTActor.h | ||
virtual void PostActorCreated() |
NUTActor.h | ||
virtual void Tick
(
float DeltaSeconds |
NUTActor.h |
Overridden from FExec
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Exec
(
UWorld* InWorld, |
FExec interface | NUTActor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void NotifyPostLoadMap
(
UWorld* LoadedWorld |
NUTActor.h | ||
static bool VerifyEventWatcher() |
NUTActor.h |