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Simulated network connection for recording and playing back game sessions.
| Name | UDemoNetConnection |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/DemoNetConnection.h |
| Include Path | #include "Engine/DemoNetConnection.h" |
Syntax
UCLASS (Transient, Config=Engine, MinimalAPI)
class UDemoNetConnection : public UNetConnection
Inheritance Hierarchy
- FExec → UPlayer → UNetConnection → UDemoNetConnection
- UObjectBase → UObjectBaseUtility → UObject → UPlayer → UNetConnection → UDemoNetConnection
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDemoNetConnection
(
const FObjectInitializer& ObjectInitializer |
Engine/DemoNetConnection.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OpenChannelMap | TMap< FNetworkGUID, UActorChannel * > | Engine/DemoNetConnection.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const UDemoNetDriver * GetDriver () |
Engine/DemoNetConnection.h | ||
UDemoNetDriver * GetDriver () |
Engine/DemoNetConnection.h | ||
TMap< FNetworkGUID, UActorChannel * > & GetOpenChannelMap() |
Engine/DemoNetConnection.h |
Overridden from UNetConnection
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ClientHasInitializedLevel
(
const ULevel* TestLevel |
Returns whether the client has initialized the given level | Engine/DemoNetConnection.h | |
virtual TSharedPtr< FObjectReplicator > CreateReplicatorForNewActorChannel
(
UObject* Object |
Called by UActorChannel. | Engine/DemoNetConnection.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/DemoNetConnection.h | |
virtual TSharedPtr< const FInternetAddr > GetRemoteAddr () |
Return the platform specific FInternetAddr type, containing this connections address. | Engine/DemoNetConnection.h | |
virtual void HandleClientPlayer
(
APlayerController* PC, |
Handle the player controller client | Engine/DemoNetConnection.h | |
virtual void InitConnection
(
UNetDriver* InDriver, |
Initializes an "addressless" connection with the passed in settings | Engine/DemoNetConnection.h | |
virtual void InitLocalConnection
(
UNetDriver* InDriver, |
Initialize this connection instance to a remote source | Engine/DemoNetConnection.h | |
virtual void InitRemoteConnection
(
UNetDriver* InDriver, |
Initialize this connection instance from a remote source | Engine/DemoNetConnection.h | |
virtual int32 IsNetReady
(
bool Saturate |
Engine/DemoNetConnection.h | ||
virtual bool IsNetReady () |
Returns true if the connection is ready to send and has not exceeded the bandwidth limit yet. | Engine/DemoNetConnection.h | |
virtual FString LowLevelDescribe() |
Engine/DemoNetConnection.h | ||
virtual FString LowLevelGetRemoteAddress
(
bool bAppendPort |
Engine/DemoNetConnection.h | ||
virtual void LowLevelSend
(
void* Data, |
Sends a byte stream to the remote endpoint using the underlying socket | Engine/DemoNetConnection.h | |
virtual void NotifyActorChannelCleanedUp
(
UActorChannel* Channel, |
Engine/DemoNetConnection.h | ||
virtual void NotifyActorNetGUID
(
UActorChannel* Channel |
Called when an actor channel is open and knows its NetGUID. | Engine/DemoNetConnection.h | |
virtual FString RemoteAddressToString() |
Gets a unique ID for the connection, this ID depends on the underlying connection For IP connections this is an IP Address and port, for steam this is a SteamID | Engine/DemoNetConnection.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
Engine/DemoNetConnection.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void QueueNetStartupActorForRewind
(
AActor* Actor |
Engine/DemoNetConnection.h |
Overridden from UNetConnection
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DestroyIgnoredActor
(
AActor* Actor |
Called internally to destroy an actor during replay fast-forward when the actor channel index will be recycled | Engine/DemoNetConnection.h |