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API > API/Runtime > API/Runtime/Engine
| Name | UNetDriver |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/NetDriver.h |
| Include Path | #include "Engine/NetDriver.h" |
Syntax
UCLASS (Abstract, CustomConstructor, Transient, MinimalAPI, Config=Engine)
class UNetDriver :
public UObject ,
public FExec
Inheritance Hierarchy
- FExec → UNetDriver
- UObjectBase → UObjectBaseUtility → UObject → UNetDriver
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UNetDriver
(
const FObjectInitializer& ObjectInitializer |
Engine/NetDriver.h | ||
UNetDriver
(
const FObjectInitializer& ObjectInitializer |
Constructors. | Engine/NetDriver.h | |
UNetDriver
(
FVTableHelper& Helper |
Engine/NetDriver.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UNetDriver() |
Destructor | Engine/NetDriver.h |
Enums
Public
| Name | Remarks |
|---|---|
| ERemoteFunctionSendPolicy |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnNetServerMaxTickRateChanged | TMulticastDelegate_ThreeParams< void, UNetDriver *, int32, int32 > | Delegate triggered when SetNetServerMaxTickRate is called and causes a change to the current max tick rate. | Engine/NetDriver.h |
| FOnNetTokenStoreReady | TMulticastDelegate_OneParam< void, UNetDriver * > | Engine/NetDriver.h | |
| FOnNetUpdateFrequencyChanged | TMulticastDelegate_OneParam< void, const AActor *Actor > | Delegate that will notify when an actors NetUpdateFrequency UPROPERTY has changed. | Engine/NetDriver.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Default | ERemoteFunctionSendPolicy | Engine/NetDriver.h | |
| ForceQueue | ERemoteFunctionSendPolicy | Engine/NetDriver.h | |
| ForceSend | ERemoteFunctionSendPolicy | Engine/NetDriver.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers | ||
|---|---|---|---|---|---|---|
| AllOwnedReplicators | TSet< FObjectReplicator * > | Engine/NetDriver.h | ||||
| AnalyticsAggregator | TSharedPtr< FNetAnalyticsAggregator > | Special analytics aggregator tied to AnalyticsProvider - combines analytics from all NetConnections/PacketHandlers, in one event | Engine/NetDriver.h | |||
| AnalyticsProvider | TSharedPtr< IAnalyticsProvider > | The analytics provider used by the packet handler | Engine/NetDriver.h | |||
| BadPingThreshold | int32 | The point we think the host is cheating or shouldn't be hosting due to crappy network | Engine/NetDriver.h | |||
| bClampListenServerTickRate | uint32 | Engine/NetDriver.h |
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| bCollectNetStats | uint8 | Collect net stats even if not FThreadStats::IsCollectingData(). | Engine/NetDriver.h | |||
| bHasStandbyCheatTriggered | uint8 | Used to determine whether we've already caught a cheat or not | Engine/NetDriver.h | |||
| bIsPeer | uint8 | If true then client connections are to other client peers | Engine/NetDriver.h | |||
| bIsStandbyCheckingEnabled | uint8 | Used to determine if checking for standby cheats should occur | Engine/NetDriver.h | |||
| bNeverApplyNetworkEmulationSettings | uint8 | If true this NetDriver will not apply the network emulation settings that simulate latency and packet loss in non-shippable builds | Engine/NetDriver.h |
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| bNoTimeouts | uint8 | If true, ignore timeouts completely. Should be used only in development | Engine/NetDriver.h |
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| bSkipLocalStats | uint8 | If true, it assumes the stats are being set by server data | Engine/NetDriver.h | |||
| ChannelDefinitionMap | TMap< FName, FChannelDefinition > | Used for faster lookup of channel definitions by name. | Engine/NetDriver.h | |||
| ChannelDefinitions | TArray< FChannelDefinition > | Used to specify available channel types and their associated UClass | Engine/NetDriver.h |
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| ChildNetConnectionClass | TObjectPtr< UClass > | Engine/NetDriver.h | ||||
| ClientConnections | TArray< TObjectPtr< UNetConnection > > | Array of connections to clients (this net driver is a host) - unsorted, and ordering changes depending on actor replication | Engine/NetDriver.h | |||
| ConnectionlessHandler | TUniquePtr< PacketHandler > | Serverside PacketHandler for managing connectionless packets | Engine/NetDriver.h | |||
| ConnectionTimeout | float | Amount of time to wait before considering an established connection timed out. | Engine/NetDriver.h |
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| DDoS | FDDoSDetection | DDoS detection management | Engine/NetDriver.h | |||
| DebugRelevantActors | bool | Dumps next net update's relevant actors when true | Engine/NetDriver.h | |||
| DestroyedStartupOrDormantActors | TMap< FNetworkGUID, TUniquePtr< FActorDestructionInfo > > | The server adds an entry into this map for every actor that is destroyed that join-in-progress clients need to know about, that is, startup actors. | Engine/NetDriver.h | |||
| GracefulCloseConnectionTimeout | float | Amount of time to wait for a graceful close/bPendingDestroy to complete before considering the connection timed out. | Engine/NetDriver.h |
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| GuidCache | TSharedPtr< class FNetGUIDCache > | Engine/NetDriver.h | ||||
| GuidToReplicatorMap | TMap< FNetworkGUID, TSet< FObjectReplicator * > > | Engine/NetDriver.h | ||||
| InBunches | uint32 | Todo document | Engine/NetDriver.h | |||
| InBytes | uint32 | Todo document | Engine/NetDriver.h | |||
| InBytesPerSecond | uint32 | Stats for network perf | Engine/NetDriver.h | |||
| InitialConnectTimeout | float | Amount of time to wait for a new net connection to be established before destroying the connection | Engine/NetDriver.h |
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| InPackets | uint32 | The number of packets per second that have been received. | Engine/NetDriver.h | |||
| InPacketsLost | uint32 | The percentage of incoming packets that have been found to be lost. | Engine/NetDriver.h | |||
| InTotalBunches | uint32 | Total bunches received since the net driver's creation | Engine/NetDriver.h | |||
| InTotalBytes | uint32 | Total bytes in packets received since the net driver's creation | Engine/NetDriver.h | |||
| InTotalPackets | uint32 | Total packets received since the net driver's creation | Engine/NetDriver.h | |||
| InTotalPacketsLost | uint32 | Total packets lost that have been sent by clients since the net driver's creation | Engine/NetDriver.h | |||
| InTotalReliableBunches | uint32 | Total number of incoming reliable bunches | Engine/NetDriver.h | |||
| JoinInProgressStandbyWaitTime | float | The amount of time to wait before checking a connection for standby issues | Engine/NetDriver.h | |||
| KeepAliveTime | float | Engine/NetDriver.h |
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| LastCleanupTime | double | Time of last netdriver cleanup pass | Engine/NetDriver.h | |||
| LastNonRelevantActors | TArray< TWeakObjectPtr< AActor > > | Engine/NetDriver.h | ||||
| LastPrioritizedActors | TArray< TWeakObjectPtr< AActor > > | These are debug list of actors. | Engine/NetDriver.h | |||
| LastRelevantActors | TArray< TWeakObjectPtr< AActor > > | Engine/NetDriver.h | ||||
| LastSentActors | TArray< TWeakObjectPtr< AActor > > | Engine/NetDriver.h | ||||
| LastTickDispatchRealtime | double | Last realtime a tick dispatch occurred. Used currently to try and diagnose timeout issues | Engine/NetDriver.h | |||
| LocalAddr | TSharedPtr< FInternetAddr > | Local address this net driver is associated with | Engine/NetDriver.h | |||
| MappedClientConnections | FConnectionMap | Map of IP's to NetConnection's - for fast lookup, particularly under DDoS. | Engine/NetDriver.h | |||
| MaxClientRate | int32 | Engine/NetDriver.h |
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| MaxDownloadSize | int32 | Engine/NetDriver.h |
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| MaxInternetClientRate | int32 | Engine/NetDriver.h |
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| MaxNetTickRate | int32 | Limit tick rate of replication to allow very high frame rates to still replicate data. | Engine/NetDriver.h |
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| NetCache | TSharedPtr< class FClassNetCacheMgr > | Engine/NetDriver.h | ||||
| NetConnectionClass | TObjectPtr< UClass > | The loaded UClass of the net connection type to use | Engine/NetDriver.h | |||
| NetConnectionClassName | FString | Used to specify the class to use for connections | Engine/NetDriver.h |
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| NetDriverName | FName | Used to specify the net driver to filter actors with (NAME_None | NAME_GameNetDriver is the default net driver) | Engine/NetDriver.h |
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| NetGUIDInBytes | uint32 | Incoming rate of NetGUID Bunches | Engine/NetDriver.h | |||
| NetGUIDOutBytes | uint32 | Outgoing rate of NetGUID Bunches | Engine/NetDriver.h | |||
| NetServerMaxTickRate | int32 | Limit the tick rate of the engine when running in dedicated server mode. | Engine/NetDriver.h |
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| NetTag | int32 | Used to track whether a given actor was replicated by the net driver recently | Engine/NetDriver.h | |||
| Notify | FNetworkNotify * | Interface for communication network state to others (ie World usually, but anything that implements FNetworkNotify) | Engine/NetDriver.h | |||
| OnNetServerMaxTickRateChanged | FOnNetServerMaxTickRateChanged | Engine/NetDriver.h | ||||
| OutBunches | uint32 | Todo document | Engine/NetDriver.h | |||
| OutBytes | uint32 | Todo document | Engine/NetDriver.h | |||
| OutBytesPerSecond | uint32 | Todo document | Engine/NetDriver.h | |||
| OutPackets | uint32 | The number of packets per second that have been sent. | Engine/NetDriver.h | |||
| OutPacketsLost | uint32 | The percentage of outgoing packets that have been found to be lost. | Engine/NetDriver.h | |||
| OutTotalAcks | uint32 | Total acks sent since the net driver's creation | Engine/NetDriver.h | |||
| OutTotalBunches | uint32 | Total bunches sent since the net driver's creation | Engine/NetDriver.h | |||
| OutTotalBytes | uint32 | Total bytes in packets sent since the net driver's creation | Engine/NetDriver.h | |||
| OutTotalPackets | uint32 | Total packets sent since the net driver's creation | Engine/NetDriver.h | |||
| OutTotalPacketsLost | uint32 | Total packets lost that have been sent by the server since the net driver's creation | Engine/NetDriver.h | |||
| OutTotalReliableBunches | uint32 | Total number of outgoing reliable bunches | Engine/NetDriver.h | |||
| PacketSimulationSettings | FPacketSimulationSettings | Engine/NetDriver.h | ||||
| PercentForBadPing | float | The number of clients with bad ping before triggering the standby code | Engine/NetDriver.h | |||
| PercentMissingForRxStandby | float | The number of clients missing data before triggering the standby code | Engine/NetDriver.h | |||
| PercentMissingForTxStandby | float | Engine/NetDriver.h | ||||
| PostTickDispatchDelegateHandle | FDelegateHandle | Engine/NetDriver.h | ||||
| PostTickFlushDelegateHandle | FDelegateHandle | Engine/NetDriver.h | ||||
| PrevInPackets | uint32 | The number of packets that were received in the previous frame. | Engine/NetDriver.h | |||
| PrevInPacketsLost | uint32 | The number of incoming packets that were found to be lost in the previous frame. | Engine/NetDriver.h | |||
| PrevOutPackets | uint32 | The number of packets that were sent in the previous frame. | Engine/NetDriver.h | |||
| PrevOutPacketsLost | uint32 | The number of outgoing packets that were found to be lost in the previous frame. | Engine/NetDriver.h | |||
| ProcessQueuedBunchesCurrentFrameMilliseconds | float | Tracks the amount of time spent during the current frame processing queued bunches. | Engine/NetDriver.h | |||
| ProfileStats | uint8 | Engine/NetDriver.h | ||||
| RecentlyDisconnectedClients | TArray< FDisconnectedClient > | Tracks recently disconnected client IP's, and the disconnect time - so they can be cleaned from MappedClientConnections | Engine/NetDriver.h | |||
| RecentlyDisconnectedTrackingTime | int32 | The amount of time, in seconds, that recently disconnected clients should be tracked | Engine/NetDriver.h |
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| RelevantTimeout | float | Amount of time (in seconds) before we close the channel of a replicated actor when it goes out of relevancy. | Engine/NetDriver.h |
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| RemoteRoleProperty | FProperty * | Engine/NetDriver.h | ||||
| RenamedStartupActors | TMap< FName, FName > | The server adds an entry into this map for every startup actor that has been renamed, and will always map from current name to original name | Engine/NetDriver.h | |||
| RepLayoutMap | TMap< TWeakObjectPtr< UObject >, TSharedPtr< FRepLayout >, FDefaultSetAllocator, TWeakObjectPtrMapKeyFuncs< TWeakObjectPtr< UObject >, TSharedPtr< FRepLayout > > > | Maps FRepLayout to the respective UClass | Engine/NetDriver.h | |||
| ReplicationBridgeClass | TObjectPtr< UClass > | Engine/NetDriver.h |
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| ReplicationBridgeClassName | FString | Used to specify the class to use for ReplicationBridge | Engine/NetDriver.h |
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| ReplicationDriverClass | TObjectPtr< UClass > | Engine/NetDriver.h | ||||
| ReplicationDriverClassName | FString | Engine/NetDriver.h |
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| ReplicationFrame | uint32 | Used to invalidate properties marked "unchanged" in FRepChangedPropertyTracker's | Engine/NetDriver.h | |||
| ReplicationSystemConfigClient | FNetDriverReplicationSystemConfig | Can be used to configure Client settings for the ReplicationSystem | Engine/NetDriver.h |
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| ReplicationSystemConfigServer | FNetDriverReplicationSystemConfig | Can be used to configure Server settings for the ReplicationSystem | Engine/NetDriver.h |
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| RoleProperty | FProperty * | Engine/NetDriver.h | ||||
| SendCycles | int32 | Timings for Socket::SendTo() | Engine/NetDriver.h | |||
| SendRPCDel | FOnSendRPC | Delegate for hooking ProcessRemoteFunction | Engine/NetDriver.h | |||
| ServerConnection | TObjectPtr< class UNetConnection > | Connection to the server (this net driver is a client) | Engine/NetDriver.h | |||
| ServerTravelPause | float | Amount of time a server will wait before traveling to next map, gives clients time to receive final RPCs on existing level | Engine/NetDriver.h |
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| SkipRepNotifiesDel | FShouldSkipRepNotifies | Delegate for hooking ShouldSkipRepNotifies | Engine/NetDriver.h | |||
| SpawnPrioritySeconds | float | Engine/NetDriver.h |
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| StandbyRxCheatTime | float | The amount of time without packets before triggering the cheat code | Engine/NetDriver.h | |||
| StandbyTxCheatTime | float | Todo document | Engine/NetDriver.h | |||
| StatelessConnectComponent | TWeakPtr< StatelessConnectHandlerComponent > | Reference to the PacketHandler component, for managing stateless connection handshakes | Engine/NetDriver.h | |||
| StatPeriod | float | Interval between gathering stats | Engine/NetDriver.h | |||
| StatUpdateTime | double | Time of last stat update | Engine/NetDriver.h | |||
| TickDispatchDelegateHandle | FDelegateHandle | Handles to various registered delegates | Engine/NetDriver.h | |||
| TickFlushDelegateHandle | FDelegateHandle | Engine/NetDriver.h | ||||
| TimeoutMultiplierForUnoptimizedBuilds | float | A multiplier that is applied to the above values when we are running with unoptimized builds (debug) or data (uncooked). | Engine/NetDriver.h |
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| TotalRPCsCalled | uint32 | Total RPCs called since the net driver's creation | Engine/NetDriver.h | |||
| TotalTrackedGuidMemoryBytes | int32 | Engine/NetDriver.h | ||||
| UnmappedReplicators | TSet< FObjectReplicator * > | Engine/NetDriver.h | ||||
| VoiceBytesRecv | uint32 | Tracks the total number of voice bytes received | Engine/NetDriver.h | |||
| VoiceBytesSent | uint32 | Tracks the total number of voice bytes sent | Engine/NetDriver.h | |||
| VoiceInPercent | uint32 | Tracks the voice data percentage of in bound bytes | Engine/NetDriver.h | |||
| VoiceOutPercent | uint32 | Tracks the voice data percentage of out bound bytes | Engine/NetDriver.h | |||
| VoicePacketsRecv | uint32 | Tracks the total number of voice packets received | Engine/NetDriver.h | |||
| VoicePacketsSent | uint32 | Tracks the total number of voice packets sent | Engine/NetDriver.h | |||
| World | TObjectPtr< class UWorld > | World this net driver is associated with | Engine/NetDriver.h | |||
| WorldPackage | TObjectPtr< class UPackage > | Engine/NetDriver.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorChannelPool | TArray< TObjectPtr< UChannel > > | List of channels that were previously used and can be used again | Engine/NetDriver.h | |
| bCallPreReplication | bool | Engine/NetDriver.h | ||
| bDeferTransactionalSend | bool | When using remote objects with UE_WITH_REMOTE_OBJECT_HANDLE, determines whether or not we defer the actual network send until the transaction commits | Engine/NetDriver.h | |
| bDidHitchLastFrame | uint8 | Engine/NetDriver.h | ||
| bExecuteRPCFunctions | bool | Engine/NetDriver.h | ||
| bForcedPacketSettings | uint8 | Dont load packet settings from config or cmdline when true | Engine/NetDriver.h | |
| bHasReplayConnection | uint8 | Cache whether or not we have a replay connection, updated when a connection is added or removed | Engine/NetDriver.h | |
| bInTick | bool | Whether or not the NetDriver is ticking | Engine/NetDriver.h | |
| bIsUsingIris | bool | True when the NetDriver has been configured to run with the Iris replication system. | Engine/NetDriver.h | |
| bPendingDestruction | uint8 | Engine/NetDriver.h | ||
| bReplicateTransactionally | bool | When using remote objects with UE_WITH_REMOTE_OBJECT_HANDLE, determines whether or not property replication happens within a transaction | Engine/NetDriver.h | |
| bReplicatingAutonomousAsSimulated | bool | Engine/NetDriver.h | ||
| bSendImmediateAcks | bool | If true, after receiving a packet, send an ack packet on the next connection flush regardless of whether there's any other data to send. | Engine/NetDriver.h |
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| bSkipStartReplicatingWorldForIris | bool | When set this will skip registering all the network relevant actors when setting the World | Engine/NetDriver.h | |
| bSupportNoPawnConnection | bool | Server support for NMT_JoinNoPawn and NMT_JoinNoPawnSplit. | Engine/NetDriver.h | |
| bUseRemoteObjectRefs | bool | When using remote objects with UE_WITH_REMOTE_OBJECT_HANDLE, determines whether or not references to UObjects (either from TObjectPtr or TWeakObjectPtr) are serialized as FRemoteObjectReference | Engine/NetDriver.h | |
| CachedGlobalNetTravelCount | uint32 | Cached value for UEngine.GlobalNetTravelCount, at the time of NetDriver initialization | Engine/NetDriver.h | |
| CachedNetAnalyticsAttributes | TMap< FString, FString > | Cached list of analytic attributes that can be appended via FNetAnalyticsAggregator::AppendGameInstanceAttributes | Engine/NetDriver.h | |
| ConnectionIdHandler | FNetConnectionIdHandler | Assigns driver unique IDs to client connections | Engine/NetDriver.h | |
| CurrentConsiderList | TArray< FNetworkObjectInfo * > | Transient ConsiderList only used inside ServerReplicateActors. | Engine/NetDriver.h | |
| DestroyedStartupOrDormantActorsByLevel | TMap< FName, TSet< FNetworkGUID > > | Tracks the network guids in DestroyedStartupOrDormantActors above, but keyed on the streaming level name. | Engine/NetDriver.h | |
| DummyNetworkObjectInfo | TPimplPtr< FNetworkObjectInfo > | For FindOrAddNetworkObjectInfo. | Engine/NetDriver.h | |
| DuplicateLevelID | int32 | Duplicate level instance to use for playback (PIE instance ID) | Engine/NetDriver.h | |
| ElapsedTime | double | Accumulated delta time since the creation of the NetDriver | Engine/NetDriver.h | |
| FObjectReplicator | friend | Only for ForwardRemoteFunction. | Engine/NetDriver.h | |
| IncomingBunchProcessingElapsedFrameTimeMS | float | Milliseconds spent processing incoming bunches in the current frame, directly from the network and queued on channels. | Engine/NetDriver.h | |
| LagState | ENetworkLagState::Type | Set to "Lagging" on the server when all client connections are near timing out. | Engine/NetDriver.h | |
| MaxChannelsOverride | int32 | Cached copy of MaxChannelsOverride from the net driver definition to avoid extra lookups | Engine/NetDriver.h | |
| NetDriverDefinition | FName | Name of net driver definition used to create this driver | Engine/NetDriver.h | |
| NetTokenStore | TUniquePtr< UE::Net::FNetTokenStore > | Engine/NetDriver.h | ||
| NetTraceId | uint32 | Unique id used by NetTrace to identify driver | Engine/NetDriver.h | |
| NetworkMetricsDatabase | TObjectPtr< UNetworkMetricsDatabase > | A metrics database that holds statistics calcluated by the networking system. | Engine/NetDriver.h | |
| NetworkMetricsListeners | TMap< FName, TObjectPtr< UNetworkMetricsBaseListener > > | A cache of UNetworkMetricsBaseListener sub-class instances provided by the *.ini file (one instance per sub-class). | Engine/NetDriver.h | |
| NetworkObjects | TSharedPtr< FNetworkObjectList > | Stores the list of objects to replicate into the replay stream. | Engine/NetDriver.h | |
| NumFramesOverIncomingBunchTimeLimit | uint32 | Accumulated number of frames in the current stat period for which HasExceededIncomingBunchFrameProcessingTime would return true | Engine/NetDriver.h | |
| OnNetTokenStoreReadyDelegate | FOnNetTokenStoreReady | Engine/NetDriver.h | ||
| OnNetUpdateFrequencyChanged | FOnNetUpdateFrequencyChanged | Engine/NetDriver.h | ||
| OutTotalNotifiedPackets | uint32 | Count the number of notified packets, i.e. packets that we know if they are delivered or not. | Engine/NetDriver.h | |
| PacketLossBurstEndTime | double | NetDriver time to end packet loss burst simulation. | Engine/NetDriver.h | |
| PostGarbageCollectHandle | FDelegateHandle | Engine/NetDriver.h | ||
| QueuedBunchFailsafeNumChannels | uint32 | Accumulated number of channels that hit the net.QueuedBunchTimeFailsafeSeconds this frame | Engine/NetDriver.h | |
| ReplicationChangeListMap | TMap< FObjectKey, TSharedPtr< FReplicationChangelistMgr > > | Maps an object to the respective FReplicationChangelistMgr | Engine/NetDriver.h | |
| ReplicationDriver | TObjectPtr< UReplicationDriver > | Engine/NetDriver.h |
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| ReplicationSystem | UReplicationSystem * | Engine/NetDriver.h | ||
| ReplicatorsWithPendingTransactions | TSet< FObjectReplicator * > | A set of replicators that have queued RPCs for transactions (server only) | Engine/NetDriver.h | |
| ReportSyncLoadDelegateHandle | FDelegateHandle | Handle to FNetDelegates::OnSyncLoadDetected delegate | Engine/NetDriver.h | |
| StatUpdateFrames | uint32 | Accumulated number of frames in the current stat gathering period | Engine/NetDriver.h | |
| TotalOutOfOrderPacketsDuplicate | int32 | Stat tracking for the total number of out of order packets that were duplicates | Engine/NetDriver.h | |
| TotalOutOfOrderPacketsLost | int32 | Stat tracking for the total number of out of order packets lost | Engine/NetDriver.h | |
| TotalOutOfOrderPacketsRecovered | int32 | Stat tracking for the total number of out of order packets recovered | Engine/NetDriver.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddBunchProcessingFrameTimeMS
(
float Milliseconds |
Called internally by channels to track processing time for net.ClientIncomingBunchFrameTimeLimitMS and HasExceededIncomingBunchFrameProcessingTime() | Engine/NetDriver.h | |
void AddClientConnection
(
UNetConnection* NewConnection |
Adds (fully initialized, ready to go) client connection to the ClientConnections list + any other game related setup | Engine/NetDriver.h | |
virtual void AddNetworkActor
(
AActor* Actor |
Tells the net driver about a networked actor that was spawned | Engine/NetDriver.h | |
void AddObjectToNetworkIdCache
(
UObject* Object |
Utility function that adds an object and, if an actor or component, their sub-objects to the driver's NetGUID cache. | Engine/NetDriver.h | |
void AddQueuedBunchFailsafeChannel() |
Called internally by channels to track how many hit net.QueuedBunchTimeFailsafeSeconds | Engine/NetDriver.h | |
uint32 AllocateConnectionId() |
Engine/NetDriver.h | ||
virtual void AssertValid() |
Make sure this connection is in a reasonable state. | Engine/NetDriver.h | |
void AssignNetIDToObject
(
UE::Net::FNetIDVariant NetID, |
Explicitly assigns NetID to Object. | Engine/NetDriver.h | |
void CancelAdaptiveReplication
(
const AActor* InActor |
Engine/NetDriver.h | ||
void CancelAdaptiveReplication
(
FNetworkObjectInfo& InNetworkActor |
Stop adaptive replication for the given actor if it's currently throttled. | Engine/NetDriver.h | |
bool CanCreateDestructionInfo() |
Is the netdriver allowed to create destruction infos | Engine/NetDriver.h | |
virtual bool CanDowngradeActorRole
(
UNetConnection* Connection, |
(Generic Replicaton Only) Return true if an actor's role can be downgraded during replication to a given connection. | Engine/NetDriver.h | |
virtual void CleanPackageMaps() |
Engine/NetDriver.h | ||
void CleanupWorldForSeamlessTravel() |
Engine/NetDriver.h | ||
virtual void ClientSetActorDormant
(
AActor* Actor |
Called on clients when an actor channel is closed because it went dormant. | Engine/NetDriver.h | |
virtual void ClientSetActorTornOff
(
AActor* Actor |
Called on clients when an actor is torn off. | Engine/NetDriver.h | |
| Returns the current delinquency analytics and resets them. | Engine/NetDriver.h | ||
virtual UChildConnection * CreateChild
(
UNetConnection* Parent |
Creates a child connection and adds it to the given parent connection | Engine/NetDriver.h | |
void CreateInitialClientChannels() |
Creates a channel of each type that is set as bInitialClient. | Engine/NetDriver.h | |
void CreateInitialServerChannels
(
UNetConnection* ClientConnection |
Creates a channel of each type that is set as bIniitalServer for the given connection. | Engine/NetDriver.h | |
UE::Net::FNetIDVariant CreateNetIDForObject
(
UObject* Object |
Explicitly generates and assigns a new network ID (FNetRefHandle if using Iris, FNetworkGUID if using generic replication) to Object and returns it. | Engine/NetDriver.h | |
| Called when an authoritative actor wants to delete a replicated subobject on the clients it was already replicated to | Engine/NetDriver.h | ||
void DestroyIrisSystem() |
Destroy the Iris replication system before it gets recreated. | Engine/NetDriver.h | |
bool DidHitchLastFrame() |
Engine/NetDriver.h | ||
void DisallowReplicationOfAllLevelGroupsForConnection
(
UE::Net::FConnectionHandle Handle |
Engine/NetDriver.h | ||
virtual bool DoesSupportEncryption () |
Whether or not this NetDriver supports encryption. | Engine/NetDriver.h | |
void DrawNetDriverDebug() |
Draws debug markers in the world based on network state | Engine/NetDriver.h | |
void EnableExecuteRPCFunctions
(
bool bEnable |
(Generic Replicaton Only) Enable/disable the execution of received RPC functions. | Engine/NetDriver.h | |
void EnablePreReplication
(
bool bEnable |
(Generic Replication Only) Enable/disable calls to AActor::PreReplication(). | Engine/NetDriver.h | |
TObjectPtr< UNetConnection > FindConnection
(
FUniqueNetIdRepl& PlayerId |
Enumerate all connections to find one that matches a particular player id. | Engine/NetDriver.h | |
FNetworkObjectInfo * FindNetworkObjectInfo
(
const AActor* InActor |
Get the network object matching the given Actor. | Engine/NetDriver.h | |
const FNetworkObjectInfo * FindNetworkObjectInfo
(
const AActor* InActor |
Engine/NetDriver.h | ||
FNetworkObjectInfo * FindOrAddNetworkObjectInfo
(
const AActor* InActor |
Get the network object matching the given Actor. | Engine/NetDriver.h | |
| Finds a FRepChangedPropertyTracker associated with an object. | Engine/NetDriver.h | ||
TSharedPtr< FRepChangedPropertyTracker > FindRepChangedPropertyTracker
(
UObject* Obj |
Finds a FRepChangedPropertyTracker associated with an object. | Engine/NetDriver.h | |
void FlushActorDormancy
(
AActor* Actor, |
Flushes actor from NetDriver's dormancy list, but does not change any state on the Actor itself | Engine/NetDriver.h | |
virtual void FlushHandler() |
Flushes all packets queued by the connectionless PacketHandler NOTE: This should be called shortly after all calls to PacketHandler::IncomingConnectionless, to minimize packet buffer buildup. | Engine/NetDriver.h | |
void ForceActorRelevantNextUpdate
(
AActor* Actor |
Force this actor to be relevant for at least one update | Engine/NetDriver.h | |
void ForceAllActorsNetUpdateTime
(
float NetUpdateTimeOffset, |
Engine/NetDriver.h | ||
virtual void ForceNetUpdate
(
AActor* Actor |
Game code API for updating server Actor Replication State | Engine/NetDriver.h | |
void ForcePropertyCompare
(
AActor* Actor |
Forces properties on this actor to do a compare for one frame (rather than share shadow state) | Engine/NetDriver.h | |
void ForEachClientConnection
(
TFunction< bool(TObjectPtr< UNetConnection >)> Func |
Enumerate through each client connection (including any child connections). | Engine/NetDriver.h | |
void FreeConnectionId
(
uint32 Id |
Engine/NetDriver.h | ||
virtual AActor * GetActorForGUID
(
FNetworkGUID InGUID |
Returns the actor that corresponds to InGUID, if one can be found. | Engine/NetDriver.h | |
const FNetAsyncLoadDelinquencyAnalytics & GetAsyncLoadDelinquencyAnalytics() |
Returns the current delinquency analytics. | Engine/NetDriver.h | |
uint32 GetCachedGlobalNetTravelCount() |
Engine/NetDriver.h | ||
UNetConnection * GetConnectionByHandle
(
UE::Net::FConnectionHandle ConnectionHandle |
Returns the NetConnection associated with the ConnectionHandle. | Engine/NetDriver.h | |
UNetConnection * GetConnectionById
(
uint32 ParentConnectionId |
Returns the NetConnection associated with the ParentConnectionId. Slow. | Engine/NetDriver.h | |
FString GetDescription() |
Engine/NetDriver.h | ||
const TSet< FNetworkGUID > & GetDestroyedStartupOrDormantActors
(
const FName& LevelName |
Engine/NetDriver.h | ||
int32 GetDuplicateLevelID() |
Returns the level ID/PIE instance ID for this netdriver to use. | Engine/NetDriver.h | |
double GetElapsedTime() |
Engine/NetDriver.h | ||
TSharedPtr< FRepLayout > GetFunctionRepLayout
(
UFunction* Function |
Creates if necessary, and returns a FRepLayout that maps to the passed in UFunction | Engine/NetDriver.h | |
virtual FNetworkGUID GetGUIDForActor
(
const AActor* InActor |
Returns the existing FNetworkGUID of InActor, if it has one. | Engine/NetDriver.h | |
| Returns the value of cvar net.ClientIncomingBunchFrameTimeLimitMS on clients, or 0 otherwise. | Engine/NetDriver.h | ||
virtual TSharedPtr< const FInternetAddr > GetLocalAddr() |
Engine/NetDriver.h | ||
int32 GetMaxChannelsOverride() |
Get the value of MaxChannelsOverride cached from the net driver definition | Engine/NetDriver.h | |
TObjectPtr< UNetworkMetricsDatabase > GetMetrics() |
Return a reference to the database that holds metrics calcluated by the networking system. | Engine/NetDriver.h | |
FName GetNetDriverDefinition() |
Get the NetDriver's NetDriverDefintion. | Engine/NetDriver.h | |
TSharedPtr< class FNetGUIDCache > & GetNetGuidCache () |
Get const GuidCache Note: GuidCache/FNetworkGUIDs are not used when using Iris replication. | Engine/NetDriver.h | |
const TSharedPtr< class FNetGUIDCache > & GetNetGuidCache () |
Get const GuidCache Note: GuidCache/FNetworkGUIDs are not used when using Iris replication. | Engine/NetDriver.h | |
ENetMode GetNetMode() |
Engine/NetDriver.h | ||
int32 GetNetServerMaxTickRate() |
The current max tick rate of the engine when running in dedicated server mode. | Engine/NetDriver.h | |
| Engine/NetDriver.h | |||
const UE::Net::FNetTokenStore * GetNetTokenStore () |
Returns NetTokenStore that is required to create and serialize NetTokens | Engine/NetDriver.h | |
uint32 GetNetTraceId() |
Returns identifier used for NetTrace | Engine/NetDriver.h | |
| Returns the object that manages the list of replicated UObjects. | Engine/NetDriver.h | ||
const FNetworkObjectList & GetNetworkObjectList () |
Returns the object that manages the list of replicated UObjects. | Engine/NetDriver.h | |
EEngineNetworkRuntimeFeatures GetNetworkRuntimeFeatures() |
Returns the bitflag telling which network features are activated for this NetDriver. | Engine/NetDriver.h | |
TSharedPtr< FRepLayout > GetObjectClassRepLayout
(
UClass* InClass |
Creates if necessary, and returns a FRepLayout that maps to the passed in UClass | Engine/NetDriver.h | |
FOnNetUpdateFrequencyChanged & GetOnNetUpdateFrequencyChanged() |
Engine/NetDriver.h | ||
UChannel * GetOrCreateChannelByName
(
const FName& ChName |
Creates a new channel of the specified type name. | Engine/NetDriver.h | |
uint32 GetOutTotalNotifiedPackets() |
Get the current number of sent packets for which we have received a delivery notification | Engine/NetDriver.h | |
bool GetPendingDestruction() |
Is a destruction request queued to be executed later. | Engine/NetDriver.h | |
TSharedPtr< FReplicationChangelistMgr > GetReplicationChangeListMgr
(
UObject* Object |
Returns the FReplicationChangelistMgr that is associated with the passed in object, creating one if none exist. | Engine/NetDriver.h | |
| Engine/NetDriver.h | |||
T * GetReplicationDriver () |
Engine/NetDriver.h | ||
| Engine/NetDriver.h | |||
| Engine/NetDriver.h | |||
virtual ISocketSubsystem * GetSocketSubsystem() |
Get the socket subsytem appropriate for this net driver | Engine/NetDriver.h | |
TSharedPtr< FRepLayout > GetStructRepLayout
(
UStruct* Struct |
Creates if necessary, and returns a FRepLayout that maps to the passed in UStruct | Engine/NetDriver.h | |
int32 GetTotalOutOfOrderPackets() |
Get the total number of out of order packets for all connections. | Engine/NetDriver.h | |
int32 GetTotalOutOfOrderPacketsDuplicate() |
Get the total number of out of order packets that were duplicates for all connections. | Engine/NetDriver.h | |
int32 GetTotalOutOfOrderPacketsLost() |
Get the total number of out of order packets lost for all connections. | Engine/NetDriver.h | |
int32 GetTotalOutOfOrderPacketsRecovered() |
Get the total number of out of order packets recovered for all connections. | Engine/NetDriver.h | |
virtual UWorld * GetWorld() |
Get the world associated with this net driver | Engine/NetDriver.h | |
UPackage * GetWorldPackage() |
Engine/NetDriver.h | ||
bool HandleDumpRepLayoutFlagsCommand
(
const TCHAR* Cmd, |
Engine/NetDriver.h | ||
bool HandleDumpSubObjectsCommand
(
const TCHAR* Cmd, |
Engine/NetDriver.h | ||
bool HandleNetDebugTextCommand
(
const TCHAR* Cmd, |
Engine/NetDriver.h | ||
bool HandleNetDisconnectCommand
(
const TCHAR* Cmd, |
Engine/NetDriver.h | ||
bool HandleNetDumpDormancy
(
const TCHAR* Cmd, |
Engine/NetDriver.h | ||
bool HandleNetDumpServerRPCCommand
(
const TCHAR* Cmd, |
Engine/NetDriver.h | ||
bool HandleNetFloodCommand
(
const TCHAR* Cmd, |
Engine/NetDriver.h | ||
bool HandlePackageMapCommand
(
const TCHAR* Cmd, |
Engine/NetDriver.h | ||
void HandlePacketLossBurstCommand
(
int32 DurationInMilliseconds |
Engine/NetDriver.h | ||
bool HandlePropertyConditionsMemCommand
(
const TCHAR* Cmd, |
Engine/NetDriver.h | ||
bool HandlePushModelMemCommand
(
const TCHAR* Cmd, |
Engine/NetDriver.h | ||
bool HandleSocketsCommand
(
const TCHAR* Cmd, |
Exec command handlers | Engine/NetDriver.h | |
bool HasExceededIncomingBunchFrameProcessingTime() |
Returns true if the cvar net.ClientIncomingBunchFrameTimeLimitMS is set and the limit was exceeded | Engine/NetDriver.h | |
bool HasReplayConnection() |
Whether or not this driver has an IsReplay() connection, updated in Add/RemoveClientConnection | Engine/NetDriver.h | |
bool HasSupportForNoPawnConnection() |
Return true if the driver supports NMT_JoinNoPawn and NMT_JoinNoPawnSplit. | Engine/NetDriver.h | |
void IncreaseOutTotalNotifiedPackets() |
Increase the current number of sent packets for which we have received a delivery notification | Engine/NetDriver.h | |
void IncreaseTotalOutOfOrderPacketsDuplicate
(
int32 Count |
Increase the value of TotalOutOfOrderPacketsDuplicate. | Engine/NetDriver.h | |
void IncreaseTotalOutOfOrderPacketsLost
(
int32 Count |
Increase the value of TotalOutOfOrderPacketsLost. | Engine/NetDriver.h | |
void IncreaseTotalOutOfOrderPacketsRecovered
(
int32 Count |
Increase the value of TotalOutOfOrderPacketsRecovered. | Engine/NetDriver.h | |
virtual bool InitBase
(
bool bInitAsClient, |
Common initialization between server and client connection setup | Engine/NetDriver.h | |
virtual bool InitConnect
(
FNetworkNotify* InNotify, |
Initialize the net driver in client mode | Engine/NetDriver.h | |
virtual bool InitConnectionClass() |
Initializes the net connection class to use for new connections | Engine/NetDriver.h | |
virtual void InitConnectionlessHandler() |
Initialize a PacketHandler for serverside net drivers, for handling connectionless packets NOTE: Only triggered by net driver subclasses that support it - from within InitListen. | Engine/NetDriver.h | |
virtual void InitDestroyedStartupActors() |
Initialize the list of destroyed net startup actors from the current World | Engine/NetDriver.h | |
virtual bool InitListen
(
FNetworkNotify* InNotify, |
Initialize the network driver in server mode (listener) | Engine/NetDriver.h | |
void InitPacketSimulationSettings() |
Engine/NetDriver.h | ||
virtual bool InitReplicationBridgeClass() |
Initialized the replication bridge class to use for this driver if using iris replication | Engine/NetDriver.h | |
virtual bool InitReplicationDriverClass() |
Initialized the replication driver class to use for this driver | Engine/NetDriver.h | |
virtual bool IsAvailable () |
Returns true if this net driver is valid for the current configuration. | Engine/NetDriver.h | |
virtual bool IsEncryptionRequired () |
Whether or not this NetDriver requires encryption. | Engine/NetDriver.h | |
bool IsExecuteRPCFunctionsEnabled() |
Engine/NetDriver.h | ||
bool IsInTick() |
True only inside one of the NetDriver's tick function. | Engine/NetDriver.h | |
bool IsKnownChannelName
(
const FName& ChName |
Engine/NetDriver.h | ||
virtual bool IsLevelInitializedForActor
(
const AActor* InActor, |
Returns true if this actor is considered to be in a loaded level | Engine/NetDriver.h | |
virtual bool IsNetResourceValid() |
Engine/NetDriver.h | ||
bool IsNetworkActorUpdateFrequencyThrottled
(
const AActor* InActor |
Returns true if adaptive net update frequency is enabled and the given actor is having its update rate lowered from its standard rate. | Engine/NetDriver.h | |
bool IsNetworkActorUpdateFrequencyThrottled
(
const FNetworkObjectInfo& InNetworkActor |
Returns true if adaptive net update frequency is enabled and the given actor is having its update rate lowered from its standard rate. | Engine/NetDriver.h | |
bool IsPendingNetUpdate
(
const AActor* InActor |
Returns true if the driver's world time has exceeded the next replication update time for this actor, or if it is pending replication from a previous frame. | Engine/NetDriver.h | |
bool IsPreReplicationEnabled() |
Engine/NetDriver.h | ||
bool IsReplicatingAutonomousAsSimulated() |
Engine/NetDriver.h | ||
bool IsSendingImmediateAcks () |
Used by UNetConnection after receiving a packet to determine whether to send an ack packet on the next connection flush regardless of whether there's any other data to send. | Engine/NetDriver.h | |
virtual bool IsServer() |
Engine/NetDriver.h | ||
bool IsSimulatingPacketLossBurst() |
Returns true during the duration of a packet loss burst triggered by the net.pktlossburst command. | Engine/NetDriver.h | |
bool IsUsingIrisReplication() |
Returns if this netdriver is initialized to replicate using the Iris replication system or the Legacy replication system. | Engine/NetDriver.h | |
bool IsUsingRemoteObjectReferences() |
Returns true if references to UObjects should be serialized as FRemoteObjectReference | Engine/NetDriver.h | |
virtual void LowLevelDestroy() |
Close socket and Free the memory the OS allocated for this socket | Engine/NetDriver.h | |
virtual FString LowLevelGetNetworkNumber() |
Engine/NetDriver.h | ||
virtual void LowLevelSend
(
TSharedPtr< const FInternetAddr > Address, |
Sends a 'connectionless' (not associated with a UNetConection) packet, to the specified address. | Engine/NetDriver.h | |
const bool MaySendProperties () |
Typically, properties will only ever be replicated / sent from Server net drivers. | Engine/NetDriver.h | |
void MoveMappedObjectToUnmapped
(
const UObject* Object |
Unmap all references to this object, so that if later we receive this object again, we can remap the original references | Engine/NetDriver.h | |
bool NetObjectIsDynamic
(
const UObject* Object |
Engine/NetDriver.h | ||
virtual void NotifyActorChannelCleanedUp
(
UActorChannel* Channel, |
Called when an actor channel is cleaned up for an actor. | Engine/NetDriver.h | |
virtual void NotifyActorChannelOpen
(
UActorChannel* Channel, |
Called when an actor channel is remotely opened for an actor. | Engine/NetDriver.h | |
virtual void NotifyActorClientDormancyChanged
(
AActor* Actor, |
Called after an actor channel is opened on a client when the actor was previously dormant. | Engine/NetDriver.h | |
virtual void NotifyActorDestroyed
(
AActor* Actor, |
Called when a spawned actor is destroyed. | Engine/NetDriver.h | |
void NotifyActorDormancyChange
(
AActor* Actor, |
Notifies the NetDriver that the desired Dormancy state for this Actor has changed. | Engine/NetDriver.h | |
void NotifyActorFullyDormantForConnection
(
AActor* Actor, |
Engine/NetDriver.h | ||
void NotifyActorIsTraveling
(
AActor* TravelingActor |
Called when an actor is about to be carried during a seamless travel | Engine/NetDriver.h | |
virtual void NotifyActorLevelUnloaded
(
AActor* Actor |
Called when an actor is being unloaded during a seamless travel or do due level streaming The main point is that it calls the normal NotifyActorDestroyed to destroy the channel on the server but also removes the Actor reference, sets broken flag, and cleans up actor class references on clients. | Engine/NetDriver.h | |
virtual void NotifyActorRenamed
(
AActor* Actor, |
Called when an actor is renamed. | Engine/NetDriver.h | |
virtual void NotifyActorRenamed
(
AActor* Actor, |
Called when an actor is renamed. | Engine/NetDriver.h | |
virtual void NotifyActorTearOff
(
AActor* Actor |
Engine/NetDriver.h | ||
virtual void NotifyActorTornOff
(
AActor* Actor |
Engine/NetDriver.h | ||
void NotifyRPCProcessed
(
UFunction* Function, |
Called after processing RPC to track time spent | Engine/NetDriver.h | |
virtual void NotifyStreamingLevelUnload
(
ULevel* |
Engine/NetDriver.h | ||
void NotifySubObjectDestroyed
(
UObject* SubObject |
Engine/NetDriver.h | ||
FOnNetTokenStoreReady::RegistrationType & OnNetTokenStoreReady() |
Fired when the NetTokenStore is ready for use and has been initialized, but before it will be used for any NetSerializations | Engine/NetDriver.h | |
void OnPacketSimulationSettingsChanged() |
Engine/NetDriver.h | ||
void PostCreation
(
bool bInitializeWithIris |
Callback after the engine created the NetDriver and set our name for the first time | Engine/NetDriver.h | |
void PostSeamlessTravelGarbageCollect() |
Engine/NetDriver.h | ||
virtual void PostTickDispatch() |
PostTickDispatch actions | Engine/NetDriver.h | |
virtual void PostTickFlush() |
PostTick actions | Engine/NetDriver.h | |
void PreSeamlessTravelGarbageCollect() |
Engine/NetDriver.h | ||
void PrintDebugRelevantActors() |
Engine/NetDriver.h | ||
virtual void ProcessLocalClientPackets() |
Process any local talker packets that need to be sent to the server | Engine/NetDriver.h | |
virtual void ProcessLocalServerPackets() |
Process any local talker packets that need to be sent to clients | Engine/NetDriver.h | |
virtual void ProcessRemoteFunction
(
AActor* Actor, |
Process a remote function call on some actor destined for a remote location | Engine/NetDriver.h | |
void ProcessRemoteFunctionForChannel
(
UActorChannel* Ch, |
Engine/NetDriver.h | ||
void ProcessRemoteFunctionForChannel
(
UActorChannel* Ch, |
Process a remote function on given actor channel. This is called by ProcessRemoteFunction. | Engine/NetDriver.h | |
void RecreateIrisSystem() |
Create the Iris replication system after it got destroyed. | Engine/NetDriver.h | |
void ReinitBase() |
Reset some NetDriver settings after destroying and recreating a replication system or replication driver | Engine/NetDriver.h | |
void ReleaseToChannelPool
(
UChannel* Channel |
If the channel's type is pooled, this will add the channel to the pool. | Engine/NetDriver.h | |
void RemoveClassRepLayoutReferences
(
UClass* Class |
Engine/NetDriver.h | ||
void RemoveClientConnection
(
UNetConnection* ClientConnectionToRemove |
Engine/NetDriver.h | ||
virtual void RemoveNetworkActor
(
AActor* Actor |
Engine/NetDriver.h | ||
void RemoveObjectFromNetworkIdCache
(
UObject* Object |
Utility function that removes an object and, if an actor or component, their sub-objects from the driver's NetGUID cache. | Engine/NetDriver.h | |
void ReplicateAutonomousAsSimulated
(
bool bEnabled |
(Generic Replicaton Only) Treat actors with ROLE_AutonomousProxy as ROLE_SimulatedProxy when replicating state (applies to all client connections). | Engine/NetDriver.h | |
virtual void ReplicateVoicePacket
(
TSharedPtr< class FVoicePacket > VoicePacket, |
Determines which other connections should receive the voice packet and queues the packet for those connections. | Engine/NetDriver.h | |
void RequestNetDriverDestruction () |
Trigger the destruction of this NetDriver. | Engine/NetDriver.h | |
void ResetAsyncLoadDelinquencyAnalytics() |
Resets the current delinquency analytics. | Engine/NetDriver.h | |
void ResetElapsedTime() |
Engine/NetDriver.h | ||
virtual void ResetGameWorldState() |
Called during seamless travel to clear all state that was tied to the previous game world (actor lists, etc) | Engine/NetDriver.h | |
void RestartIrisSystem () |
Destroy and recreate the iris replication system for an active netdriver. | Engine/NetDriver.h | |
int64 SendDestructionInfo
(
UNetConnection* Connection, |
Sends a message to a client to destroy an actor to the client. | Engine/NetDriver.h | |
bool SendDestructionInfoForLevelUnloadIfDormant
(
AActor* ThisActor, |
Creates and sends a destruction info with the LevelUnloaded reason, only if ThisActor is dormant or recently dormant on Connection. | Engine/NetDriver.h | |
virtual int32 ServerReplicateActors
(
float DeltaSeconds |
Called to replicate any relevant actors to the connections contained within this net driver | Engine/NetDriver.h | |
virtual void SetAnalyticsProvider
(
TSharedPtr< IAnalyticsProvider > InProvider |
Sets the analytics provider | Engine/NetDriver.h | |
void SetDeferTransactionalSend
(
bool bInDeferTransactionalSend |
Engine/NetDriver.h | ||
void SetDuplicateLevelID
(
const int32 InDuplicateLevelID |
Sets the level ID/PIE instance ID for this netdriver to use. | Engine/NetDriver.h | |
| Add or overwrite an analytics attribute that will be appended via FNetAnalyticsAggregator::AppendGameInstanceAttributes Useful to add game specific attributes to your analytics. | Engine/NetDriver.h | ||
void SetNetDriverDefinition
(
FName NewNetDriverDefinition |
Set the NetDriver's NetDriverDefintion. | Engine/NetDriver.h | |
void SetNetDriverName
(
FName NewNetDriverNamed |
Change the NetDriver's NetDriverName. | Engine/NetDriver.h | |
void SetNetServerMaxTickRate
(
int32 InServerMaxTickRate |
Override the configured server tick rate. Value is in ticks per second. | Engine/NetDriver.h | |
void SetPacketSimulationSettings
(
const FPacketSimulationSettings& NewSettings |
Modify the current emulation settings | Engine/NetDriver.h | |
void SetPendingDestruction
(
bool bDestroy |
Engine/NetDriver.h | ||
void SetReplicateTransactionally
(
bool bInReplicateTransactionally |
Sets whether this driver should run certain operations via UE::RemoteExecutor::ExecuteTransactional | Engine/NetDriver.h | |
void SetReplicationDriver
(
UReplicationDriver* NewReplicationManager |
Explicitly sets the ReplicationDriver instance (you instantiate it and initialize it). | Engine/NetDriver.h | |
void SetRoleSwapOnReplicate
(
AActor* Actor, |
Set whether this actor should swap roles before replicating properties. | Engine/NetDriver.h | |
void SetSupportForNoPawnConnection
(
bool bInSupportNoPawnConnection |
Enable/disable support for NMT_JoinNoPawn and NMT_JoinNoPawnSplit. | Engine/NetDriver.h | |
void SetUsingRemoteObjectReferences
(
bool bValue |
When using remote objects with UE_WITH_REMOTE_OBJECT_HANDLE, determines whether or not references to UObjects (either from TObjectPtr or TWeakObjectPtr) are serialized as FRemoteObjectReference | Engine/NetDriver.h | |
virtual void SetWorld
(
UWorld* InWorld |
Associate a world with this net driver. Disassociates any previous world first. | Engine/NetDriver.h | |
virtual bool ShouldCallRemoteFunction
(
UObject* Object, |
Returns true if this network driver should execute this remote call locally. | Engine/NetDriver.h | |
virtual bool ShouldClientDestroyActor
(
AActor* Actor, |
Returns true if clients should destroy the actor when the channel is closed. | Engine/NetDriver.h | |
virtual bool ShouldClientDestroyTearOffActors() |
Returns true if the client should destroy immediately any actor that becomes torn-off | Engine/NetDriver.h | |
bool ShouldDeferTransactionalSend() |
Engine/NetDriver.h | ||
| Returns true if this network driver will forward a received remote function call to other active net drivers. | Engine/NetDriver.h | ||
virtual bool ShouldIgnoreRPCs() |
Returns whether or not RPCs processed by this driver should be ignored. | Engine/NetDriver.h | |
virtual bool ShouldQueueBunchesForActorGUID
(
FNetworkGUID InGUID |
Returns true if actor channels with InGUID should queue up bunches, even if they wouldn't otherwise be queued. | Engine/NetDriver.h | |
virtual bool ShouldReceiveRepNotifiesForObject
(
UObject* Object |
Returns true if RepNotifies should be checked and generated when receiving properties for the given object. | Engine/NetDriver.h | |
virtual bool ShouldReplicateActor
(
AActor* Actor |
Returns true if this network driver will replicate the given actor. | Engine/NetDriver.h | |
| Returns true if this network driver will handle the remote function call for the given actor. | Engine/NetDriver.h | ||
bool ShouldReplicateTransactionally() |
This function is not valid unless UE_WITH_REMOTE_OBJECT_HANDLE is set | Engine/NetDriver.h | |
virtual bool ShouldSkipRepNotifies() |
Returns whether or not properties that are replicating using this driver should not call RepNotify functions. | Engine/NetDriver.h | |
virtual void Shutdown() |
Shutdown all connections managed by this net driver | Engine/NetDriver.h | |
| Called when an authoritative actor wants to tear off a subobject on the clients it was already replicated to | Engine/NetDriver.h | ||
virtual void TickDispatch
(
float DeltaTime |
Handle time update: read and process packets | Engine/NetDriver.h | |
virtual void TickFlush
(
float DeltaSeconds |
ReplicateActors and Flush | Engine/NetDriver.h | |
void TryUpgradeNetworkFeatures
(
EEngineNetworkRuntimeFeatures RemoteFeatures |
Change the netdriver to have runtime features compatible with the remote connection. | Engine/NetDriver.h | |
void UpdateGroupFilterStatusForAllLevelsForAllConnections() |
Engine/NetDriver.h | ||
void UpdateGroupFilterStatusForAllLevelsForConnection
(
UE::Net::FConnectionHandle Handle |
Engine/NetDriver.h | ||
void UpdateGroupFilterStatusForLevel
(
const ULevel* Level, |
Engine/NetDriver.h | ||
virtual void UpdateNetworkLagState() |
Update the LagState based on a heuristic to determine if we are network lagging | Engine/NetDriver.h | |
void UpdateStandbyCheatStatus() |
Updates the standby cheat information and causes the dialog to be shown/hidden as needed | Engine/NetDriver.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishDestroy() |
Engine/NetDriver.h | ||
virtual void PostInitProperties() |
Engine/NetDriver.h | ||
virtual void PostReloadConfig
(
FProperty* PropertyToLoad |
Engine/NetDriver.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/NetDriver.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void EvaluateNoTimeouts() |
Determine the correct value for bNoTimeouts based on config/command line/PIE | Engine/NetDriver.h | |
| Called from RPC processing code to forward RPC to other NetDrivers if ShouldForwardFunction returns true. | Engine/NetDriver.h | ||
virtual UChannel * InternalCreateChannelByName
(
const FName& ChName |
Subclasses may override this to customize channel creation. | Engine/NetDriver.h | |
virtual void InternalProcessRemoteFunction
(
AActor* Actor, |
Engine/NetDriver.h | ||
void NotifyGameInstanceUpdated() |
Creates a trace event that updates the name and properties of the associated Game Instance | Engine/NetDriver.h | |
| Used to handle any NetDriver specific setup when a level has been added to the world. | Engine/NetDriver.h | ||
| Used to handle any NetDriver specific cleanup once a level has been removed from the world. | Engine/NetDriver.h | ||
void RegisterTickEvents
(
UWorld* InWorld |
Register all TickDispatch, TickFlush, PostTickFlush to tick in World | Engine/NetDriver.h | |
void SetIsInTick
(
bool bIsInTick |
Engine/NetDriver.h | ||
virtual void SetupNetworkMetrics () |
Register each metric used by the networking system. | Engine/NetDriver.h | |
virtual bool ShouldRegisterMetricsDatabaseListeners() |
Return true if this driver should register metrics database listeners based on UNetworkMetricsConfig ini configuration. | Engine/NetDriver.h | |
virtual bool ShouldUpdateStats() |
Return true if this driver should update network stats in UpdateNetworkStats(). | Engine/NetDriver.h | |
void UnregisterTickEvents
(
UWorld* InWorld |
Unregister all TickDispatch, TickFlush, PostTickFlush to tick in World | Engine/NetDriver.h | |
void UpdateNetworkStats() |
Update stats related to networking. | Engine/NetDriver.h |
Overridden from FExec
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Exec_Dev
(
UWorld* InWorld, |
Handle exec commands | Engine/NetDriver.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Engine/NetDriver.h | ||
static bool IsAdaptiveNetUpdateFrequencyEnabled () |
Returns whether adaptive net frequency is enabled. | Engine/NetDriver.h | |
static bool IsDormInitialStartupActor
(
AActor* Actor |
Engine/NetDriver.h |