Navigation
API > API/Runtime > API/Runtime/Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UPlayer
- UNetConnection
- UReplayNetConnection
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/ReplayNetConnection.h |
| Include | #include "ReplayNetConnection.h" |
Syntax
class UReplayNetConnection : public UNetConnection
Constructors
| Type | Name | Description | |
|---|---|---|---|
UReplayNetConnection
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| void | AddOrUpdateEvent
(
const FString& EventName, |
||
| void | AddUserToReplay
(
const FString& UserString |
||
| FString | |||
| float | |||
| bool | |||
| void | OnSeamlessTravelStart
(
UWorld* CurrentWorld, |
||
| void | |||
| void | SetAnalyticsProvider
(
TSharedPtr< IAnalyticsProvider > InProvider |
||
| void | SetCheckpointSaveMaxMSPerFrame
(
const float InCheckpointSaveMaxMSPerFrame |
||
| bool | SetExternalDataForObject
(
UObject* OwningObject, |
||
| void |
Overridden from UNetConnection
| Type | Name | Description | |
|---|---|---|---|
| void | CleanUp () |
Closes the control channel, cleans up structures, and prepares for deletion | |
| bool | ClientHasInitializedLevelFor
(
const AActor* TestActor |
Returns whether the client has initialized the level required for the given object | |
| TSharedPtr< const FInternetAddr > | Return the platform specific FInternetAddr type, containing this connections address. | ||
| void | HandleClientPlayer
(
APlayerController* PC, |
Handle the player controller client | |
| void | InitConnection
(
UNetDriver* InDriver, |
Initializes an "addressless" connection with the passed in settings | |
| void | InitLocalConnection
(
UNetDriver* InDriver, |
Initialize this connection instance to a remote source | |
| void | InitRemoteConnection
(
UNetDriver* InDriver, |
Initialize this connection instance from a remote source | |
| int32 | IsNetReady
(
bool Saturate |
Return whether this channel is ready for sending. | |
| bool | |||
| FString | |||
| FString | LowLevelGetRemoteAddress
(
bool bAppendPort |
||
| void | LowLevelSend
(
void* Data, |
Sends a byte stream to the remote endpoint using the underlying socket | |
| void | NotifyActorChannelCleanedUp
(
UActorChannel* Channel, |
||
| void | NotifyActorDestroyed
(
AActor* Actor, |
Called when owning network driver receives NotifyActorDestroyed. | |
| FString | 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 | ||
| void | Tick
(
float DeltaSeconds |
Poll the connection. If it is timed out, close it. |