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Unreal Engine C++ API Reference > Runtime > Engine
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Classes
Type | Name | Description | |
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ABandwidthTestActor | This ABandwidthTestActor class is used to generate an easily controllable amount of bandwidth. | |
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CGetFastArrayCreateReplicationFragmentFuncable | ||
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FAckSample | ||
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FActiveRPCTrackingInfo | Stores a reference to active/valid FRPCTrackingInfo entries, for occasional cleanup. | |
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FActorDormantReplicators | Container that stores all the replicators owned by a given dormant Actor. | |
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FBandwidthTestGenerator | ||
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FBandwidthTestItem | ||
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FChangelistIterator | Simple helper class to track state while iterating over changelists. | |
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FControlChannelOutBunch | Out bunch for the control channel (special restrictions) | |
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FDefaultFaultHandler | Default Fault Handler | |
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FDelinquencyAnalytics | Convenience type that can be used to tracks information about things that can result in prolonged periods of apparent network inactivity, despite actually receiving traffic. | |
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FDelinquencyKeyFuncs | ||
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FDelinquencyNameTimePair | Tracks an FName ID to a time value. | |
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FDoRepLifetimeParams | Struct containing various parameters that can be passed to DOREPLIFETIME_WITH_PARAMS to control how variables are replicated. | |
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FDormantObjectReplicator | Container holding the FObjectReplicator of a dormant replicated object | |
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FDormantReplicatorHolder | Container that stores the object replicators of dormant actors and their subobjects. | |
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FEmptyOnlineDelegate | Copyright Epic Games, Inc. All Rights Reserved. | |
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FHandleToCmdIndex | Converts a relative handle to the appropriate index into the Cmds array | |
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FInBunch | A bunch of data received from a channel. | |
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FNetAsyncLoadDelinquencyAnalytics | Tracks data related specific to a NetDriver that can can result in prolonged periods of apparent network inactivity, despite actually receiving traffic. | |
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FNetConnectionFaultRecovery | NetConnection Fault Recovery | |
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FNetConnectionIdHandler | ||
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FNetConnectionPacketAnalytics | Struct wrapper Per Net Connection analytics for things like packet loss and jitter. | |
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FNetConnectionSaturationAnalytics | Struct wrapping Per Net Connection saturation analytics. | |
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FNetControlMessage | Forward declarations. | |
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FNetControlMessageInfo | Contains info about a message type retrievable without static binding (e.g. whether it's a valid type, friendly name string, etc) | |
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FNetPacketNotify | FNetPacketNotify - Drives delivery of sequence numbers, acknowledgments and notifications of delivery sequence numbers | |
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FNetPing | Central class for handling all Player/NetConnection ping collection and calculation. | |
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FNetQueuedActorDelinquencyAnalytics | Tracks data related specific to a NetConnection that can can result in prolonged periods of apparent network inactivity, despite actually receiving traffic. | |
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FNetworkCongestionControl | One implementation of network traffic control based on the unacked bytes in flight and the estimated uplink bandwidth and propagation round-trip time. | |
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FNetworkProfiler | Network profiler, using serialized token emission like e.g. script and malloc profiler. | |
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FNetworkProfilerHeader | ||
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FNetworkProfilerScopedIgnoreReplicateProperties | Can be used to enforce a scope where we don't want to track properties. | |
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FNetworkReplayDelegates | ||
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FNetworkTrafficAnalyzer | A Network traffic analyzer that keeps track of useful information including the RTT and uplink bandwidth of the latest received packet to help the congestion control module work. | |
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FObjectReplicator | Represents an object that is currently being replicated or handling RPCs. | |
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FOutBunch | A bunch of data to send. | |
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FPingValues | Struct for returning ping values, in seconds. | |
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FReceivingRepState | Replication State needed to track received properties. | |
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FRepChangedHistory | Represents a single changelist, tracking changed properties. | |
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FRepChangelistState | Stores changelist history (that are used to know what properties have changed) for objects. | |
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FRepClassDescriptor | ||
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FRepHandleIterator | Iterates over a changelist, taking each handle, and mapping to rep layout index, array index, etc. | |
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FRepLayout | This class holds all replicated properties for a given type (either a UClass, UStruct, or UFunction). | |
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FRepLayoutCmd | Represents a single property, which could be either a Top Level Property, a Nested Struct Property, or an element in a Dynamic Array. | |
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FReplayPlaylistParams | Set of parameters used with UGameInstance::PlayReplayPlatlist to control how the playlist is started. | |
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FReplayPlaylistTracker | Used with UGameInstance::PlayReplayPlaylist to manage playing a set of Replays in succession. | |
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FReplayPlaylistUpdatedOptions | Set of options that can be updated before starting each replay in a playlist. | |
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FReplicatedActorProperty | Struct containing property and offset for replicated actor properties | |
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FReplicationChangelistMgr | FReplicationChangelistMgr manages a list of change lists for a particular replicated object that have occurred since the object started replicating Once the history is completely full, the very first changelist will then be merged with the next one (freeing a slot) This way we always have the entire history for join in progress players This information is then used by all connections, to share the compare work needed to determine what to send each connection Connections will send any changelist that is new since the last time the connection checked | |
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FRepParentCmd | A Top Level Property of a UClass, UStruct, or UFunction (arguments to a UFunction). | |
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FRepPropertyDescriptor | ||
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FRepSerializationSharedInfo | Holds a set of shared net serialized properties | |
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FRepSerializedPropertyInfo | Holds the unique identifier and offsets/lengths of a net serialized property used for Shared Serialization | |
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FRepSharedPropertyKey | ||
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FRepState | Replication State that is unique Per Object Per Net Connection. | |
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FRepStateStaticBuffer | Holds deep copies of replicated property data for objects. | |
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FRPCDoSCounters | Struct containing RPC counters covering any time period (e.g. frame/second/arbitrary-period) | |
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FRPCDoSDetection | RPC DoS detection | |
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FRPCDoSState | Stores the RPC DoS detection state (either settings from the config file, or the active DDoS detection state) | |
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FRPCDoSStateConfig | Configuration for RPC DoS Detection states | |
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FRPCTrackingInfo | Live tracking information for individual RPC's, for timing of RPC's, analytics, and handling blocking | |
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FScopedActorRoleSwap | ||
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FScopeMarker | ||
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FSendingRepState | Replication State that is only needed when sending properties. | |
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FSeqSample | ||
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FVoicePacket | Defines the data involved in a voice packet | |
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FVoiceSettings | ||
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TPacketLossData | Calculates the current packet loss along with a rolling average of the past X updates Constructed with the number of samples you want to average over time. | |
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TRepDataBufferBase | TRepDataBuffer and TConstRepDataBuffer act as wrapper around internal data buffers that FRepLayout may use. | |
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UNetFaultConfig | Configuration class for FNetFaultState state escalation configuration | |
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UNetPushModelHelpers | ||
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UOnlineBlueprintCallProxyBase | ||
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UOnlineEngineInterface | Interface class between engine and OnlineSubsystem to remove dependencies between the two The real work is implemented in UOnlineEngineInterfaceImpl in OnlineSubsystemUtils The expectation is that this basic group of functions will not expand/change and that OnlineSubsystem can remain independent of the engine | |
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UVOIPStatics | ||
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UVOIPTalker |
Constants
Name | Description |
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MicSilenceDetectionConfig::IsAnalog | |
MicSilenceDetectionConfig::LevelDetectionMode | |
MicSilenceDetectionConfig::PacketBufferSlack |
Typedefs
Name | Description |
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FDormantObjectMap | |
FExecuteForEachDormantReplicator | Function definition allowed in the ForEach functions |
Functions
Type | Name | Description | |
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FNetResult | UE::Net::AddToAndConsumeChainResultPtr
(
TPimplPtr< FNetResult, EPimplPtrMode::DeepCopy >& ResultPtr, |
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void | UE::Net::AddToChainResultPtr
(
TPimplPtr< FNetResult, EPimplPtrMode::DeepCopy >& ResultPtr, |
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bool | UE::Net::IsValidPingType
(
EPingType PingType |
Whether or not an EPingType value is valid |
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constexpr int32 | UE::Net::Private::PingTypeToIdx
(
EPingType PingType |
Converts an EPingType flag to an array index at compile time. |
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int32 | UE::Net::Private::PingTypeToIdxRuntime
(
EPingType PingType |
Converts an EPingType flag to an array index at runtime. |
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TRepDataBufferBase< ERepDataBufferType::ObjectBuffer, ConstOrNotType > | UE_RepLayout_Private::operator+
(
TRepDataBufferBase< ERepDataBufferType::ObjectBuffer, ConstOrNotType > InBuffer, |
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TRepDataBufferBase< ERepDataBufferType::ShadowBuffer, ConstOrNotType > | UE_RepLayout_Private::operator+
(
const TRepDataBufferBase< ERepDataBufferType::ShadowBuffer, ConstOrNotType > InBuffer, |