| FNetworkCheatDetected |
TBaseDelegate_FourParams< void, const class FUniqueNetId &, ECheatPunishType, const FString &, const FString & > |
Delegate fires whenever a client cheater is detected in the networking code |
Engine/NetworkDelegates.h |
| FOnPendingNetGameConnectionCreated |
TMulticastDelegate_OneParam< void, UPendingNetGame * > |
Delegate fired when a pending net game has created a UNetConnection to the server but hasn't sent the initial join message yet. |
Engine/NetworkDelegates.h |
| FOnSyncLoadDetected |
TMulticastDelegate_OneParam< void, const FNetSyncLoadReport & > |
Delegate fired when net.ReportSyncLoads is enabled and the replication system has determined which property or object caused the load. |
Engine/NetworkDelegates.h |
| FReceivedNetworkEncryptionAck |
TBaseDelegate_OneParam< void, const FOnEncryptionKeyResponse & > |
Delegate fired when encryption has been setup and acknowledged by the host. |
Engine/NetworkDelegates.h |
| FReceivedNetworkEncryptionFailure |
TBaseDelegate_OneParam< EEncryptionFailureAction, UNetConnection * > |
Delegate fired when encryption has failed for a specific connection (client OR server) - allowing gameplay code to override how this is handled (e.g. to accept connections without encryption in development environments, and reject them in shipping environments). |
Engine/NetworkDelegates.h |
| FReceivedNetworkEncryptionToken |
TBaseDelegate_TwoParams< void, const FString &, const FOnEncryptionKeyResponse & > |
Delegate fired when an encryption key is required by the network layer in order to proceed with a connection with a client requesting a connection |
Engine/NetworkDelegates.h |