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Unreal Engine C++ API Reference > Runtime > Engine > Net
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Net/NetworkProfiler.h |
Include | #include "Net/NetworkProfiler.h" |
Syntax
class FNetworkProfiler
Remarks
Network profiler, using serialized token emission like e.g. script and malloc profiler.
Constructors
Type | Name | Description | |
---|---|---|---|
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Constructor, initializing members.Constructor, initializing member variables. |
Functions
Type | Name | Description | |
---|---|---|---|
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void | EnableTracking
(
bool bShouldEnableTracking |
Enables/ disables tracking. Emits a session changes if disabled. |
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bool | Exec
(
UWorld* InWorld, |
Processes any network profiler specific exec commands |
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void | FlushOutgoingBunches
(
UNetConnection* Connection |
Writes all the outgoing bunches for a connection in the stack to the profiler data stream. |
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void | FlushQueuedRPCs
(
UNetConnection* Connection, |
Writes all queued RPCs for the connection to the profiler stream |
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bool | ||
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bool | ||
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FOnNetworkProfileFinished & | Return the network profile finished delegate | |
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void | PopSendBunch
(
UNetConnection* Connection |
Pops the latest bunch for a connection, since it is going to be merged with the next bunch. |
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void | PushSendBunch
(
UNetConnection* Connection, |
Add a sent bunch to the stack. |
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void | SetCurrentConnection
(
UNetConnection* Connection |
Tracks when connection address changes |
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void | SetNextFileName
(
const FString& FileName |
Force the next profiling file to use the given filename. |
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void | TrackBeginContentBlock
(
UObject* Object, |
Track actor content block headers |
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void | TrackCompareProperties
(
const UObject* Object, |
Track time used to compare properties for a given object. |
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void | TrackEndContentBlock
(
UObject* Object, |
Track actor content block headers |
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void | TrackEvent
(
const FString& EventName, |
Track event occuring, like e.g. client join/ leave |
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void | TrackExportBunch
(
uint16 NumBits, |
Track NetGUID export bunches. |
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void | Marks the beginning of a frame. | |
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void | TrackMustBeMappedGuids
(
uint16 NumGuids, |
Track "must be mapped" GUIDs |
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void | TrackQueuedRPC
(
UNetConnection* Connection, |
Tracks queued RPCs (unreliable multicast) being sent. |
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void | TrackReplicateActor
(
const AActor* Actor, |
Track actor being replicated. |
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void | TrackReplicatePropertiesMetadata
(
const UObject* Object, |
Track a set of metadata for a ReplicateProperties call. |
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void | TrackReplicateProperty
(
const FProperty* Property, |
Track property being replicated. |
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void | TrackSendAck
(
uint16 NumBits, |
Track sent acks. |
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void | TrackSendBunch
(
FOutBunch* OutBunch, |
Mid level UChannel::SendBunch information. |
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void | TrackSendRPC
(
const AActor* Actor, |
Tracks and RPC being sent.Tracks and RPC being sent. |
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void | TrackSessionChange
(
bool bShouldContinueTracking, |
Called when the server first starts listening and on round changes or other similar game events. |
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void | TrackSocketSend
(
const FString& SocketDesc, |
Low level FSocket::Send information. |
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void | TrackSocketSendTo
(
const FString& SocketDesc, |
Low level FSocket::SendTo information. |
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void | TrackSocketSendToCore
(
const FString& SocketDesc, |
Low level FSocket::SendTo information. |
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void | TrackWritePropertyHandle
(
uint16 NumBits, |
Track property handles |
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void | TrackWritePropertyHeader
(
const FProperty* Property, |
Track property header being written. |
Constants
Name | Description |
---|---|
bIsComparisonTrackingEnabled | Whether or not want to track granular information about comparisons. This can be very expensive. |