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API > API/Runtime > API/Runtime/Engine
| Name | UPendingNetGame |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/PendingNetGame.h |
| Include Path | #include "Engine/PendingNetGame.h" |
Syntax
UCLASS (MinimalAPI, CustomConstructor, Transient)
class UPendingNetGame :
public UObject ,
public FNetworkNotify
Inheritance Hierarchy
- FNetworkNotify → UPendingNetGame
- UObjectBase → UObjectBaseUtility → UObject → UPendingNetGame
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPendingNetGame
(
const FObjectInitializer& ObjectInitializer |
Constructor. | Engine/PendingNetGame.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bLoadedMapSuccessfully | bool | Set when we call LoadMapCompleted | Engine/PendingNetGame.h | |
| bSentJoinRequest | bool | Engine/PendingNetGame.h | ||
| bSuccessfullyConnected | bool | Engine/PendingNetGame.h | ||
| ConnectionError | FString | Engine/PendingNetGame.h | ||
| NetDriver | TObjectPtr< class UNetDriver > | Net driver created for contacting the new server Transferred to world on successful connection | Engine/PendingNetGame.h | |
| URL | FURL | URL associated with this level. | Engine/PendingNetGame.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bFailedTravel | bool | Initialized to true, delaytravel steps can set this to false to indicate error during pendingnetgame travel | Engine/PendingNetGame.h | |
| DemoNetDriver | TObjectPtr< class UDemoNetDriver > | Demo Net driver created for loading demos, but we need to go through pending net game Transferred to world on successful connection | Engine/PendingNetGame.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BeginHandshake() |
Begin initial handshake if needed, or call SendInitialJoin. | Engine/PendingNetGame.h | |
void FinalizeEncryptedConnection
(
const FEncryptionKeyResponse& Response, |
Setup the connection for encryption with a given key All future packets are expected to be encrypted | Engine/PendingNetGame.h | |
UDemoNetDriver * GetDemoNetDriver() |
Gets the demo net driver for this pending world. | Engine/PendingNetGame.h | |
virtual UNetDriver * GetNetDriver() |
Engine/PendingNetGame.h | ||
bool HasFailedTravel() |
Engine/PendingNetGame.h | ||
void Initialize
(
const FURL& InURL |
Constructor. | Engine/PendingNetGame.h | |
void InitNetDriver
(
UNetDriver* InNetDriver |
Inititalize the NetDriver to be used for the server connection handshake. | Engine/PendingNetGame.h | |
void InitPeerListen() |
Create the peer net driver and a socket to listen for new client peer connections. | Engine/PendingNetGame.h | |
virtual bool LoadMapCompleted
(
UEngine* Engine, |
Called by the engine after it calls LoadMap for this PendingNetGame. | Engine/PendingNetGame.h | |
void SendInitialJoin() |
Send the packet for triggering the initial join | Engine/PendingNetGame.h | |
virtual void SendJoin() |
Send JOIN to other end | Engine/PendingNetGame.h | |
virtual void SendJoinWithFlags
(
UE::Net::EJoinFlags Flags |
Send Join to the server with optional flags | Engine/PendingNetGame.h | |
void SetDemoNetDriver
(
UDemoNetDriver*const InDemoNetDriver |
Sets the demo net driver for this pending world. | Engine/PendingNetGame.h | |
void SetEncryptionKey
(
const FEncryptionKeyResponse& Response |
Set the encryption key for the connection. | Engine/PendingNetGame.h | |
void SetFailedTravel
(
bool bInFailedTravel |
Engine/PendingNetGame.h | ||
virtual void Tick
(
float DeltaTime |
Update the pending level's status. | Engine/PendingNetGame.h | |
virtual void TravelCompleted
(
UEngine* Engine, |
Called by the engine after loadmapCompleted and the GameInstance has finished delaying | Engine/PendingNetGame.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishDestroy() |
Engine/PendingNetGame.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/PendingNetGame.h |
Overridden from FNetworkNotify
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void NotifyAcceptedConnection
(
UNetConnection* Connection |
Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection | Engine/PendingNetGame.h | |
virtual bool NotifyAcceptingChannel
(
UChannel* Channel |
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc) | Engine/PendingNetGame.h | |
virtual EAcceptConnection::Type NotifyAcceptingConnection() |
Notification that an incoming connection is pending, giving the interface a chance to reject the request | Engine/PendingNetGame.h | |
virtual void NotifyControlMessage
(
UNetConnection* Connection, |
Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage |
Engine/PendingNetGame.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ULocalPlayer * GetFirstGamePlayer() |
Engine/PendingNetGame.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Engine/PendingNetGame.h |