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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UPendingNetGame
- UDemoPendingNetGame
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/PendingNetGame.h |
Include | #include "Engine/PendingNetGame.h" |
Syntax
class UPendingNetGame :
public UObject,
public FNetworkNotify
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bLoadedMapSuccessfully | Set when we call LoadMapCompleted |
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bool | bSentJoinRequest | |
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bool | bSuccessfullyConnected | |
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FString | ConnectionError | |
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TObjectPtr< class UNetDriver > | NetDriver | Net driver created for contacting the new server Transferred to world on successful connection |
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FURL | URL | URL associated with this level. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UPendingNetGame
(
const FObjectInitializer& ObjectInitializer |
Constructor. |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddReferencedObjects
(
UObject* InThis, |
|
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void | FinalizeEncryptedConnection
(
const FEncryptionKeyResponse& Response, |
Setup the connection for encryption with a given key All future packets are expected to be encrypted |
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UDemoNetDriver * | Gets the demo net driver for this pending world. | |
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UNetDriver * | GetNetDriver () |
|
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bool | ||
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void | Initialize
(
const FURL& InURL |
Constructor. |
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void | ||
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void | Create the peer net driver and a socket to listen for new client peer connections. | |
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bool | LoadMapCompleted
(
UEngine* Engine, |
Called by the engine after it calls LoadMap for this PendingNetGame. |
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void | Send the packet for triggering the initial join | |
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void | SendJoin () |
Send JOIN to other end |
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void | SetDemoNetDriver
(
UDemoNetDriver*const InDemoNetDriver |
Sets the demo net driver for this pending world. |
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void | SetEncryptionKey
(
const FEncryptionKeyResponse& Response |
Set the encryption key for the connection. |
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void | SetFailedTravel
(
bool bInFailedTravel |
|
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void | Tick
(
float DeltaTime |
Update the pending level's status. |
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void | TravelCompleted
(
UEngine* Engine, |
Called by the engine after loadmapCompleted and the GameInstance has finished delaying |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | Called to finish destroying the object. | |
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void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from FNetworkNotify
Type | Name | Description | |
---|---|---|---|
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void | NotifyAcceptedConnection
(
UNetConnection* Connection |
Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection |
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bool | NotifyAcceptingChannel
(
UChannel* Channel |
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc) |
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EAcceptConnection::Type | Notification that an incoming connection is pending, giving the interface a chance to reject the request | |
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void | NotifyControlMessage
(
UNetConnection* Connection, |
Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage |