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API > API/Runtime > API/Runtime/Engine
| Name | UReplayNetConnection |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/ReplayNetConnection.h |
| Include Path | #include "ReplayNetConnection.h" |
Syntax
UCLASS (Transient, Config=Engine, MinimalAPI)
class UReplayNetConnection : public UNetConnection
Inheritance Hierarchy
- FExec → UPlayer → UNetConnection → UReplayNetConnection
- UObjectBase → UObjectBaseUtility → UObject → UPlayer → UNetConnection → UReplayNetConnection
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UReplayNetConnection
(
const FObjectInitializer& ObjectInitializer |
ReplayNetConnection.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DemoFrameNum | int32 | ReplayNetConnection.h | ||
| OnLevelAddedToWorldHandle | FDelegateHandle | ReplayNetConnection.h | ||
| OnLevelRemovedFromWorldHandle | FDelegateHandle | ReplayNetConnection.h | ||
| ReplayHelper | FReplayHelper | ReplayNetConnection.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ReplayNetConnection.h | |||
| ReplayNetConnection.h | |||
void AddUserToReplay
(
const FString& UserString |
ReplayNetConnection.h | ||
FString GetActiveReplayName() |
ReplayNetConnection.h | ||
float GetReplayCurrentTime() |
ReplayNetConnection.h | ||
float GetReplayTotalTime() |
ReplayNetConnection.h | ||
bool IsSavingCheckpoint() |
ReplayNetConnection.h | ||
| ReplayNetConnection.h | |||
void RequestCheckpoint() |
ReplayNetConnection.h | ||
void SetAnalyticsProvider
(
TSharedPtr< IAnalyticsProvider > InProvider |
ReplayNetConnection.h | ||
void SetCheckpointSaveMaxMSPerFrame
(
const float InCheckpointSaveMaxMSPerFrame |
ReplayNetConnection.h | ||
bool SetExternalDataForObject
(
UObject* OwningObject, |
ReplayNetConnection.h | ||
void StartRecording() |
ReplayNetConnection.h |
Overridden from UNetConnection
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CleanUp() |
Closes the control channel, cleans up structures, and prepares for deletion | ReplayNetConnection.h | |
virtual bool ClientHasInitializedLevel
(
const ULevel* TestLevel |
Returns whether the client has initialized the given level | ReplayNetConnection.h | |
virtual TSharedPtr< const FInternetAddr > GetRemoteAddr () |
Return the platform specific FInternetAddr type, containing this connections address. | ReplayNetConnection.h | |
virtual void HandleClientPlayer
(
APlayerController* PC, |
Handle the player controller client | ReplayNetConnection.h | |
virtual void InitConnection
(
UNetDriver* InDriver, |
Initializes an "addressless" connection with the passed in settings | ReplayNetConnection.h | |
virtual void InitLocalConnection
(
UNetDriver* InDriver, |
Initialize this connection instance to a remote source | ReplayNetConnection.h | |
virtual void InitRemoteConnection
(
UNetDriver* InDriver, |
Initialize this connection instance from a remote source | ReplayNetConnection.h | |
virtual bool IsNetReady () |
Returns true if the connection is ready to send and has not exceeded the bandwidth limit yet. | ReplayNetConnection.h | |
virtual int32 IsNetReady
(
bool bSaturate |
ReplayNetConnection.h | ||
virtual bool IsReplayReady() |
ReplayNetConnection.h | ||
virtual FString LowLevelDescribe() |
ReplayNetConnection.h | ||
virtual FString LowLevelGetRemoteAddress
(
bool bAppendPort |
ReplayNetConnection.h | ||
virtual void LowLevelSend
(
void* Data, |
Sends a byte stream to the remote endpoint using the underlying socket | ReplayNetConnection.h | |
virtual void NotifyActorChannelCleanedUp
(
UActorChannel* Channel, |
ReplayNetConnection.h | ||
virtual void NotifyActorDestroyed
(
AActor* Actor, |
Called when owning network driver receives NotifyActorDestroyed. | ReplayNetConnection.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 | ReplayNetConnection.h | |
virtual void Tick
(
float DeltaSeconds |
Poll the connection. If it is timed out, close it. | ReplayNetConnection.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
ReplayNetConnection.h |