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A channel for exchanging connection control messages.
| Name | UControlChannel |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/ControlChannel.h |
| Include Path | #include "Engine/ControlChannel.h" |
Syntax
UCLASS (Transient, CustomConstructor, MinimalAPI)
class UControlChannel : public UChannel
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UChannel → UControlChannel
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UControlChannel
(
const FObjectInitializer& ObjectInitializer |
Engine/ControlChannel.h | ||
UControlChannel
(
const FObjectInitializer& ObjectInitializer |
Default constructor | Engine/ControlChannel.h |
Enums
Public
| Name | Remarks |
|---|---|
| UControlChannel | Maximum size of additional buffer if this is exceeded as well, we kill the connection. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bNeedsEndianInspection | bool | Used to interrogate the first packet received to determine endianess of the sending client | Engine/ControlChannel.h | |
| QueuedMessages | TArray< FQueuedControlMessage > | Provides an extra buffer beyond RELIABLE_BUFFER for control channel messages as we must be able to guarantee delivery for them because they include package map updates and other info critical to client/server synchronization | Engine/ControlChannel.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CheckEndianess
(
FInBunch& Bunch |
Inspects the packet for endianess information. | Engine/ControlChannel.h | |
void QueueMessage
(
const FOutBunch* Bunch |
Adds the given bunch to the QueuedMessages list. | Engine/ControlChannel.h | |
void ReceiveDestructionInfo
(
FInBunch& Bunch |
Handle receiving a destruction message for an actor outside of an actor channel. | Engine/ControlChannel.h | |
int64 SendDestructionInfo
(
FActorDestructionInfo* DestructionInfo |
Sends a message to destroy a specific actor without creating an actor channel. | Engine/ControlChannel.h |
Overridden from UChannel
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanStopTicking() |
Always tick the control channel for now. | Engine/ControlChannel.h | |
virtual FString Describe() |
Describe the text channel. | Engine/ControlChannel.h | |
virtual void Init
(
UNetConnection* InConnection, |
UChannel interface. | Engine/ControlChannel.h | |
virtual void ReceivedBunch
(
FInBunch& Bunch |
Handle an incoming bunch. | Engine/ControlChannel.h | |
virtual FPacketIdRange SendBunch
(
FOutBunch* Bunch, |
Send a bunch if it's not overflowed, and queue it if it's reliable. | Engine/ControlChannel.h | |
virtual void Tick() |
Handle time passing on this channel. | Engine/ControlChannel.h |