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Unreal Engine C++ API Reference > Runtime > Sockets
Inheritance Hierarchy
- IModuleInterface
- FSocketSubsystemModule
References
Module | Sockets |
Header | /Engine/Source/Runtime/Sockets/Public/SocketSubsystemModule.h |
Include | #include "SocketSubsystemModule.h" |
Syntax
class FSocketSubsystemModule : public IModuleInterface
Remarks
Socket subsystem module class Wraps the loading of an socket subsystem by name and allows new services to register themselves for use
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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ISocketSubsystem * | GetSocketSubsystem
(
const FName InSubsystemName |
Main entry point for accessing a socket subsystem by name Will load the appropriate module if the subsystem isn't currently loaded It's possible that the subsystem doesn't exist and therefore can return NULL |
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void | RegisterSocketSubsystem
(
const FName FactoryName, |
Register a new socket subsystem interface with the base level factory provider |
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void | UnregisterSocketSubsystem
(
const FName FactoryName |
Unregister an existing online subsystem interface from the base level factory provider |
Overridden from IModuleInterface
Type | Name | Description | |
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void | Called before the module is unloaded, right before the module object is destroyed. | |
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void | Called right after the module DLL has been loaded and the module object has been created Overloaded to allow the default subsystem a chance to load | |
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bool | Override this to set whether your module would like cleanup on application shutdown | |
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bool | Override this to set whether your module is allowed to be unloaded on the fly |