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Helper struct to bypass the bandwidth limit imposed by the engine's NetDriver (QueuedBits, NetSpeed, etc). This is really a temp measure to make the system easier to drop in/try in a project without messing with your engine settings. (bandwidth optimizations have not been done yet and the system in general hasn't been stressed with packetloss / gaps in command streams) So, you are free to use this in your own code but it may be removed one day. Hopefully in general bandwidth limiting will also become more robust.
| Name | FScopedBandwidthLimitBypass |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/NetworkPredictionReplicationProxy.h |
| Include Path | #include "NetworkPredictionReplicationProxy.h" |
Syntax
struct FScopedBandwidthLimitBypass
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FScopedBandwidthLimitBypass
(
AActor* OwnerActor |
NetworkPredictionReplicationProxy.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FScopedBandwidthLimitBypass() |
NetworkPredictionReplicationProxy.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedNetConnection | UNetConnection * | NetworkPredictionReplicationProxy.h | ||
| RestoreBits | int64 | NetworkPredictionReplicationProxy.h |