Navigation
API > API/Runtime > API/Runtime/Engine
The net code uses this to send notifications.
| Name | FNetworkNotify |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/NetworkDelegates.h |
| Include Path | #include "Engine/NetworkDelegates.h" |
Syntax
class FNetworkNotify
Derived Classes
FNetworkNotify derived class hierarchy
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void NotifyAcceptedConnection
(
UNetConnection* Connection |
Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection | Engine/NetworkDelegates.h | |
virtual bool NotifyAcceptingChannel
(
UChannel* Channel |
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc) | Engine/NetworkDelegates.h | |
virtual EAcceptConnection::Type NotifyAcceptingConnection() |
Notification that an incoming connection is pending, giving the interface a chance to reject the request | Engine/NetworkDelegates.h | |
virtual 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 |
Engine/NetworkDelegates.h |