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Base struct which defines an escalation state, which is subclassed to implement custom state variables and (de-)escalation quota's. NOTE: Subclasses must also implement the TEscalationStateStatics interface.
| Name | FEscalationState |
| Type | struct |
| Header File | /Engine/Source/Runtime/Net/Core/Public/Net/Core/Connection/EscalationStates.h |
| Include Path | #include "Net/Core/Connection/EscalationStates.h" |
Syntax
USTRUCT ()
struct FEscalationState : public FStateStruct
Inheritance Hierarchy
- FStateStruct → FEscalationState
Derived Classes
Enums
Protected
| Name | Remarks |
|---|---|
| EValidateTime |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AutoEscalateTime | int16 | The amount of time, in seconds, spent in the current severity state before it automatically escalates to the next state | Net/Core/Connection/EscalationStates.h |
|
| bDormant | bool | This escalation state is considered to be dormant/inactive - and the escalation manager may no longer need ticking in this state | Net/Core/Connection/EscalationStates.h |
|
| bLogEscalate | bool | Whether or not to log when escalating to this state | Net/Core/Connection/EscalationStates.h |
|
| CooloffTime | int16 | The amount of time, in seconds, before the current severity state cools off and de-escalates | Net/Core/Connection/EscalationStates.h |
|
| UEscalationManagerConfig | friend | Net/Core/Connection/EscalationStates.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const TArray< int8 > & GetAllTimePeriods() |
Gets all counter time periods specified by the escalation state settings | Net/Core/Connection/EscalationStates.h | |
int8 GetHighestTimePeriod() |
Gets the highest counter time period specified by escalation state settings (used for limiting 'CountersPerPeriodHistory' size) | Net/Core/Connection/EscalationStates.h | |
bool IsDormant() |
Whether or not this escalation state is a 'dormant' state, which allows the escalation manager to disable ticking | Net/Core/Connection/EscalationStates.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ValidateTimePeriod
(
int8& Value, |
Validate that the specified escalation time period is within thresholds, and clamp it if necessary | Net/Core/Connection/EscalationStates.h |
Overridden from FStateStruct
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ValidateConfigInternal() |
FEscalationState | Net/Core/Connection/EscalationStates.h |