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Represents a secondary split screen connection that reroutes calls to the parent connection.
| Name | UChildConnection |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/ChildConnection.h |
| Include Path | #include "Engine/ChildConnection.h" |
Syntax
UCLASS (MinimalAPI, Transient, Config=Engine)
class UChildConnection : public UNetConnection
Inheritance Hierarchy
- FExec → UPlayer → UNetConnection → UChildConnection
- UObjectBase → UObjectBaseUtility → UObject → UPlayer → UNetConnection → UChildConnection
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UChildConnection
(
const FObjectInitializer& ObjectInitializer |
Engine/ChildConnection.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FNetCloseResult | UE::Net::FNetCloseResult | Engine/ChildConnection.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Parent | TObjectPtr< class UNetConnection > | Engine/ChildConnection.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CloseAndRemoveChild
(
UE::Net::ECloseChildFlags Flags |
Close the child connection without closing the parent and any other child connections and remove it from it's parent. | Engine/ChildConnection.h | |
UNetConnection * GetParentConnection() |
Engine/ChildConnection.h | ||
virtual void InitChildConnection
(
UNetDriver* InDriver, |
Engine/ChildConnection.h |
Overridden from UNetConnection
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AssertValid() |
Make sure this connection is in a reasonable state. | Engine/ChildConnection.h | |
virtual void CleanUp() |
Closes the control channel, cleans up structures, and prepares for deletion | Engine/ChildConnection.h | |
virtual void FlushNet
(
bool bIgnoreSimulation |
Flushes any pending data, bundling it into a packet and sending it via LowLevelSend() also handles network simulation settings (simulated lag, packet loss, etc) unless bIgnoreSimulation is true | Engine/ChildConnection.h | |
virtual UChildConnection * GetUChildConnection() |
Get the representation of a secondary splitscreen connection that reroutes calls to the parent connection | Engine/ChildConnection.h | |
virtual void GracefulClose
(
FNetCloseResult&& CloseReason |
Starts a graceful close. | Engine/ChildConnection.h | |
virtual void HandleClientPlayer
(
APlayerController* PC, |
Handle the player controller client | Engine/ChildConnection.h | |
virtual void InitLocalConnection
(
UNetDriver* InDriver, |
Initialize this connection instance to a remote source | Engine/ChildConnection.h | |
virtual void InitRemoteConnection
(
UNetDriver* InDriver, |
Initialize this connection instance from a remote source | Engine/ChildConnection.h | |
virtual void InitSendBuffer() |
Resets the FBitWriter to its default state | Engine/ChildConnection.h | |
virtual bool IsEncryptionEnabled() |
Returns true if encryption is enabled for this connection. | Engine/ChildConnection.h | |
virtual bool IsNetReady () |
Returns true if the connection is ready to send and has not exceeded the bandwidth limit yet. | Engine/ChildConnection.h | |
virtual int32 IsNetReady
(
bool Saturate |
Engine/ChildConnection.h | ||
virtual FString LowLevelDescribe() |
Engine/ChildConnection.h | ||
virtual FString LowLevelGetRemoteAddress
(
bool bAppendPort |
Engine/ChildConnection.h | ||
virtual void LowLevelSend
(
void* Data, |
Sends a byte stream to the remote endpoint using the underlying socket | Engine/ChildConnection.h | |
virtual void Tick
(
float DeltaSeconds |
Poll the connection. If it is timed out, close it. | Engine/ChildConnection.h |