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Interface for sockets supporting direct communication between the game running on the target device and a connected PC.
It represents a custom communication channel and may not be implemented on all platforms.
It is meant to be used in development ONLY.
| Name | IPlatformHostSocket |
| Type | class |
| Header File | /Engine/Source/Runtime/Core/Public/GenericPlatform/GenericPlatformHostSocket.h |
| Include Path | #include "GenericPlatform/GenericPlatformHostSocket.h" |
Syntax
class IPlatformHostSocket
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IPlatformHostSocket() |
Destructor. | GenericPlatform/GenericPlatformHostSocket.h |
Enums
Public
| Name | Remarks |
|---|---|
| EConnectionState | State of the socket determining its ability to send/receive data. |
| EReceiveFlags | Mode of a socket read |
| EResultNet | Status values returned by Send and Receive members. |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EConnectionState GetState() |
Get the state of the socket (determines if the host pc is connected and communication is possible). | GenericPlatform/GenericPlatformHostSocket.h | |
EResultNet Receive
(
void* Buffer, |
Receive data from the connected host PC (blocking operation). | GenericPlatform/GenericPlatformHostSocket.h | |
EResultNet Receive
(
void* Buffer, |
Receive data from the connected host PC. | GenericPlatform/GenericPlatformHostSocket.h | |
EResultNet Send
(
const void* Buffer, |
Send data to the connected host PC (blocking operation). | GenericPlatform/GenericPlatformHostSocket.h |