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A fake connection that will absorb traffic and auto ack every packet. Useful for testing scaling. Use net.SimulateConnections command to add at runtime.
| Name | USimulatedClientNetConnection |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/NetConnection.h |
| Include Path | #include "Engine/NetConnection.h" |
Syntax
UCLASS (Transient, Config=Engine, MinimalAPI)
class USimulatedClientNetConnection : public UNetConnection
Inheritance Hierarchy
- FExec → UPlayer → UNetConnection → USimulatedClientNetConnection
- UObjectBase → UObjectBaseUtility → UObject → UPlayer → UNetConnection → USimulatedClientNetConnection
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USimulatedClientNetConnection
(
const FObjectInitializer& ObjectInitializer |
Engine/NetConnection.h |
Functions
Public
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/NetConnection.h | |
virtual void DestroyOwningActor() |
During cleanup this will destroy the actor owned by this connection (generally a PlayerController) | Engine/NetConnection.h | |
virtual TSharedPtr< const FInternetAddr > GetRemoteAddr () |
Return the platform specific FInternetAddr type, containing this connections address. | Engine/NetConnection.h | |
virtual void HandleClientPlayer
(
APlayerController* PC, |
Handle the player controller client | Engine/NetConnection.h | |
virtual void InitLocalConnection
(
UNetDriver* InDriver, |
Initialize this connection instance to a remote source | Engine/NetConnection.h | |
virtual void InitRemoteConnection
(
UNetDriver* InDriver, |
Initialize this connection instance from a remote source | Engine/NetConnection.h | |
virtual FString LowLevelDescribe() |
Engine/NetConnection.h | ||
virtual FString LowLevelGetRemoteAddress
(
bool bAppendPort |
Engine/NetConnection.h | ||
virtual void LowLevelSend
(
void* Data, |
Sends a byte stream to the remote endpoint using the underlying socket | Engine/NetConnection.h |