Navigation
API > API/Runtime > API/Runtime/EngineSettings
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameNetworkManagerSettings
References
| Module | EngineSettings |
| Header | /Engine/Source/Runtime/EngineSettings/Classes/GameNetworkManagerSettings.h |
| Include | #include "GameNetworkManagerSettings.h" |
Syntax
class UGameNetworkManagerSettings : public UObject
Remarks
Holds the settings for the AGameNetworkManager class.
Variables
| Type | Name | Description | |
|---|---|---|---|
| int32 | BadPingThreshold | The point we determine the server is either delaying packets or has bad upstream. | |
| uint32: 1 | bIsStandbyCheckingEnabled | Used to determine if checking for standby cheats should occur. | |
| float | JoinInProgressStandbyWaitTime | The amount of time to wait before checking a connection for standby issues. | |
| int32 | MaxDynamicBandwidth | Maximum bandwidth dynamically set per connection. | |
| int32 | MinDynamicBandwidth | Minimum bandwidth dynamically set per connection. | |
| float | PercentForBadPing | The percentage of clients with bad ping before triggering the standby code. | |
| float | PercentMissingForRxStandby | The percentage of clients missing RX data before triggering the standby code. | |
| float | PercentMissingForTxStandby | The percentage of clients missing TX data before triggering the standby code. | |
| float | StandbyRxCheatTime | The amount of time without packets before triggering the cheat code. | |
| float | StandbyTxCheatTime | The amount of time without packets before triggering the cheat code. | |
| int32 | TotalNetBandwidth | Total available bandwidth for listen server, split dynamically across net connections. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGameNetworkManagerSettings
(
const FObjectInitializer& ObjectInitializer |