className: UNetConnection

code: class UNetConnection : public [UPlayer](API\Runtime\Engine\Engine\UPlayer)

AnalyticsVars

type: FNetConnAnalyti...

description: Net Analytics The locally cached/updated analytics variables, for the NetConnection - aggregated upon connection Close

AverageFrameTime

type: double

description: The average frame delta time over the last 1 second period.

AvgLag

type: float

description: Average lag seen during the last StatPeriod

bNeedsByteSwapping

description: Whether this channel needs to byte swap all data or not

Channels

type: TArray<TObject...

Children

description: Child connections for secondary viewports

ClientLoginState

type: EClientLoginSta...

description: Login state tracking.

ClientVisibleLevelNames

type: TSet<FName>

description: On the server, the package names of streaming levels that the client has told us it has made visible the server will only replicate references to Actors in visible levels so that it's impossible to send references to Actors the client has not initialized

CountedFrames

description: Nb of stats accumulated in CumulativeTime

CumulativeTime

description: Total frames times accumulator

Driver

type: TObjectPtr< cla...

description: Owning net driver

Handler

type: TUniquePtr<Pac...

description: PacketHandler, for managing layered handler components, which modify packets as they are sent/received

InBytes

description: Bytes sent/received on this connection (accumulated during a StatPeriod)

InBytesPerSecond

description: Bytes sent/received on this connection (per second) - these are from previous StatPeriod interval

InPackets

description: Packets sent/received on this connection (accumulated during a StatPeriod)

InPacketsLost

description: Packets lost on this connection (accumulated during a StatPeriod)

InPacketsPerSecond

description: Packets sent/received on this connection (per second) - these are from previous StatPeriod interval

InPacketsThisFrame

description: Packets received in the current tick

InReliable

type: TArray< int32 >

InTotalBytes

description: Total bytes sent/received on this connection

InTotalPackets

description: Total packets sent/received on this connection

InTotalPacketsLost

description: Total packets lost on this connection

KeepProcessingActorChannelBunchesMap

type: TMap<FNetworkG...

description: This holds a list of actor channels that want to fully shutdown, but need to continue processing bunches before doing so

LagAcc

description: Total accumulated lag values during the current StatPeriod

LagCount

description: Nb of stats accumulated in LagAcc

LastEnd

type: FBitWriterMark

LastOut

type: FOutBunch

LastOutBunch

type: FOutBunch*

LastReceiveTime

description: Internal.

LastStart

description: Merge info.

LastTime

description: Monitors frame time

LogCallLastTime

description: Log tracking.

LowLevelSendDel

type: FOnLowLevelSend

description: Delegate for hooking LowLevelSend

MaxPacketHandlerBits

description: The maximum number of bits all packet handlers will reserve

NetAnalyticsData

type: TNetAnalyticsDa...

description: The net analytics data holder for the NetConnection analytics, which is where analytics variables are aggregated upon Close

NetworkCongestionControl

type: TOptional<FNet...

NumAckBits

type: int

description: Number of bits used for acks in the current packet.

NumBunchBits

description: Number of bits used for bunches in the current packet.

NumPacketIdBits

description: Number of bits used for the packet id in the current packet.

NumPaddingBits

description: Number of bits used for padding in the current packet.

OutPacketsThisFrame

description: Packets sent in the current tick

OutTotalAcks

description: Total acks sent on this connection

OwningActor

description: Reference to controlling actor (usually PlayerController)

PackageMap

description: Package map between local and remote. (negotiates net serialization)

PackageMapClass

type: TSubclassOf<UP...

description: The class name for the PackageMap to be loaded

PacketOverhead

description: Negotiated parameters.

PacketSimulationSettings

type: FPacketSimulati...

description: Packet settings for testing lag, net errors, etc

PlayerId

description: Net id of remote player on this connection. Only valid on client connections (server side).

ReceivedRawPacketDel

type: FOnReceivedRawP...

description: Delegate for hooking ReceivedRawPacket

RemoteAddr

type: TSharedPtr<FIn...

description: The remote address of this connection, typically generated from the URL.

ResendAllDataState

type: EResendAllDataS...

description: This functionality is used during replay checkpoints for example, so we can re-use the existing connection and channels to record a version of each actor and capture all properties that have changed since the actor has been alive...

SendBuffer

type: FBitWriter

description: Packet.

SendBunchHeader

description: The singleton buffer for sending bunch header information

SentTemporaries

description: This actor is bNetTemporary, which means it should never be replicated after it's initial packet is complete

StatelessConnectComponent

type: TWeakPtr<State...

description: Reference to thePacketHandlercomponent, for managing stateless connection handshakes

StatPeriod

description: Interval between gathering stats

StatUpdateTime

description: Stat display.

URL

type: FURL

ViewTarget

description: The actor that is currently being viewed/controlled by the owning controller


description: Adds (fully initialized, ready to go) client connection to the ClientConnections list + any other game related setup

module: Engine

code: void AddClientConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NewConnection )


description: Tells the net driver about a networked actor that was spawned

code: void AddNetworkActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Make sure this connection is in a reasonable state.

code: virtual void AssertValid()


description: Stop adaptive replication for the given actor if it's currently throttled. It maybe be allowed to throttle again later.

code: void CancelAdaptiveReplication ( [FNetworkObjectInfo](API\Runtime\Engine\Engine\FNetworkObjectInfo) & InNetworkActor )


code: void CancelAdaptiveReplication ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: void CleanupWorldForSeamlessTravel()


description: Called on clients when an actor channel is closed because it went dormant.

code: virtual void ClientSetActorDormant ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Called on clients when an actor is torn off.

code: virtual void ClientSetActorTornOff ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Returns the current delinquency analytics and resets them. This would be similar to calls to Get and Reset separately, except that the caller will assume ownership of data in this case.

code: void ConsumeAsyncLoadDelinquencyAnalytics ( [FNetAsyncLoadDelinquencyAnalytics](API\Runtime\Engine\Net\FNetAsyncLoadDelinquencyAnalytic-) & Out )


description: Creates a child connection and adds it to the given parent connection

code: virtual [UChildConnection](API\Runtime\Engine\Engine\UChildConnection) * CreateChild ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Parent )


description: Creates a channel of each type that is set as bInitialClient.

code: void CreateInitialClientChannels()


description: Creates a channel of each type that is set as bIniitalServer for the given connection.

code: void CreateInitialServerChannels ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * ClientConnection )


description: Called when an authoritative actor wants to delete a replicated subobject on the clients it was already replicated to

code: void DeleteSubObjectOnClients ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


description:
Whether or not this NetDriver supports encryption. Does not signify that encryption is actually enabled, nor setup by thePacketHandler.
Whether or not this NetDriver supports encryption.

code: virtual bool DoesSupportEncryption() const


description: Draws debug markers in the world based on network state

code: void DrawNetDriverDebug()


className: ERemoteFunctionSendPolicy

code: enum ERemoteFunctionSendPolicy { Default, ForceSend, ForceQueue, }


description:
Handle exec commands
true if the handler consumed the input, false to continue searching handlers

code: virtual bool Exec_Dev ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Get the network object matching the given Actor.

code: [FNetworkObjectInfo](API\Runtime\Engine\Engine\FNetworkObjectInfo) * FindNetworkObjectInfo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Deprecated* No longer used.

code: void CountBytes ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


description: Deprecated* Will be made private in a future release

code: const [FNetworkObjectInfo](API\Runtime\Engine\Engine\FNetworkObjectInfo) * FindNetworkObjectInfo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


description: Get the network object matching the given Actor. If the Actor is not present in the NetworkObjectInfo list, it will be added.

code: [FNetworkObjectInfo](API\Runtime\Engine\Engine\FNetworkObjectInfo) * FindOrAddNetworkObjectInfo ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Finds aFRepChangedPropertyTrackerassociated with an object. If not found, creates one.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRepChangedPropertyTracker](API\Runtime\NetCore\Net\Core\PropertyConditions\FRepChangedPropertyTracker) > FindOrCreateRepChangedPropertyTracker ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: Finds aFRepChangedPropertyTrackerassociated with an object.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRepChangedPropertyTracker](API\Runtime\NetCore\Net\Core\PropertyConditions\FRepChangedPropertyTracker) > FindRepChangedPropertyTracker ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: This does not change the Actor's actual NetDormant state. If a dormant actor is Flushed, it will net update at least one more time, and then go back to dormant.

code: void FlushActorDormancy ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bWasDormInitial )


description: Flushes all packets queued by the connectionlessPacketHandlerNOTE: This should be called shortly after all calls toPacketHandler::IncomingConnectionless, to minimize packet buffer buildup.

code: virtual void FlushHandler()


className: FOnNetServerMaxTickRateChanged

description: Delegate triggered when SetNetServerMaxTickRate is called and causes a change to the current max tick rate.

code: typedef TMulticastDelegate_ThreeParams< void, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) *, int32, int32 > FOnNetServerMaxTickRateChanged


description: Force this actor to be relevant for at least one update

code: void ForceActorRelevantNextUpdate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: void ForceAllActorsNetUpdateTime ( float NetUpdateTimeOffset, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [AActor](API\Runtime\Engine\GameFramework\AActor) *const)> ValidActorTestFunc )


description: Game code API for updating server Actor Replication State

code: virtual void ForceNetUpdate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Forces properties on this actor to do a compare for one frame (rather than share shadow state)

code: void ForcePropertyCompare ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: void FreeConnectionId ( uint32 Id )


description: Returns the current delinquency analytics.

code: const [FNetAsyncLoadDelinquencyAnalytics](API\Runtime\Engine\Net\FNetAsyncLoadDelinquencyAnalytic-) & GetAsyncLoadDelinquencyAnalytics() const


description: Returns the actor that corresponds to InGUID, if one can be found.

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorForGUID ( [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) InGUID ) const


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) > & GetDestroyedStartupOrDormantActors ( const [FName](API\Runtime\Core\UObject\FName) & LevelName )


description: Returns the NetConnection associated with the ConnectionId. Slow.

code: [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GetConnectionById ( uint32 ConnectionId ) const


description: String that uniquely describes the net driver instance


description: Returns the level ID/PIE instance ID for this netdriver to use.

code: int32 GetDuplicateLevelID() const


description: Returns the existingFNetworkGUIDof InActor, if it has one.

code: virtual [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) GetGUIDForActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


description: local addr of this machine if set

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > GetLocalAddr()


description: Get the value of MaxChannelsOverride cached from the net driver definition

code: int32 GetMaxChannelsOverride() const


description: Get the NetDriver's NetDriverDefintion.


description: Deprecated* Use GetNetDriverDefinition instead.


description: The current max tick rate of the engine when running in dedicated server mode.

code: int32 GetNetServerMaxTickRate() const


description: Returns identifier used for NetTrace

code: uint32 GetNetTraceId() const


description: Returns the object that manages the list of replicated UObjects.


code: const [FNetworkObjectList](API\Runtime\Engine\Engine\FNetworkObjectList) & GetNetworkObjectList() const


description: Returns the bitflag telling which network features are activated for this NetDriver.


description: Creates a new channel of the specified type name. If the type is pooled, it will return a pre-created channel

code: [UChannel](API\Runtime\Engine\Engine\UChannel) * GetOrCreateChannelByName ( const [FName](API\Runtime\Core\UObject\FName) & ChName )


description: Get the current number of sent packets for which we have received a delivery notification


code: bool GetPendingDestruction() const


code: [UReplicationDriver](API\Runtime\Engine\Engine\UReplicationDriver) * GetReplicationDriver() const


code: template<class T> T * GetReplicationDriver() const


description: Get the socket subsytem appropriate for this net driver

code: virtual [ISocketSubsystem](API\Runtime\Sockets\ISocketSubsystem) * GetSocketSubsystem()


description:
Get the total number of out of order packets for all connections.
The total number of out of order packets.

code: int32 GetTotalOutOfOrderPackets() const


description:
Get the total number of out of order packets that were duplicates for all connections.
The total number of out of order packets that were duplicates.


description:
Get the total number of out of order packets lost for all connections.
The total number of out of order packets lost.


description:
Get the total number of out of order packets recovered for all connections.
The total number of out of order packets recovered.


description: Get the world associated with this net driver

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * GetWorldPackage() const


code: bool HandleDumpRepLayoutFlagsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDumpSubObjectsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleNetDebugTextCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleNetDisconnectCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleNetDumpDormancy ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleNetDumpServerRPCCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleNetFloodCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: void HandlePacketLossBurstCommand ( int32 DurationInMilliseconds )


code: bool HandlePackageMapCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandlePropertyConditionsMemCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandlePushModelMemCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Exec command handlers

code: bool HandleSocketsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Whether or not this driver has an IsReplay() connection, updated in Add/RemoveClientConnection

code: bool HasReplayConnection() const


description: Increase the value of TotalOutOfOrderPacketsDuplicate.

code: void IncreaseTotalOutOfOrderPacketsDuplicate ( int32 Count )


description: Increase the current number of sent packets for which we have received a delivery notification

code: void IncreaseOutTotalNotifiedPackets()


description: Increase the value of TotalOutOfOrderPacketsLost.

code: void IncreaseTotalOutOfOrderPacketsLost ( int32 Count )


description: Increase the value of TotalOutOfOrderPacketsRecovered.

code: void IncreaseTotalOutOfOrderPacketsRecovered ( int32 Count )


description:
Common initialization between server and client connection setup
true if successful, false otherwise (check Error parameter)

code: virtual bool InitBase ( bool bInitAsClient, [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, const [FURL](API\Runtime\Engine\Engine\FURL) & URL, bool bReuseAddressAndPort, [FString](API\Runtime\Core\Containers\FString) & Error )


description:
Initialize the net driver in client mode
true if successful, false otherwise (check Error parameter)

code: virtual bool InitConnect ( class [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, const [FURL](API\Runtime\Engine\Engine\FURL) & ConnectURL, [FString](API\Runtime\Core\Containers\FString) & Error )


description: Initializes the net connection class to use for new connections

code: virtual bool InitConnectionClass()


description: Initialize aPacketHandlerfor serverside net drivers, for handling connectionless packets NOTE: Only triggered by net driver subclasses that support it - from within InitListen.


description: Initialize the list of destroyed net startup actors from the current World


description:
Initialize the network driver in server mode (listener)
true if successful, false otherwise (check Error parameter)

code: virtual bool InitListen ( class [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, [FURL](API\Runtime\Engine\Engine\FURL) & ListenURL, bool bReuseAddressAndPort, [FString](API\Runtime\Core\Containers\FString) & Error )


code: void InitPacketSimulationSettings()


description: Initialized the replication driver class to use for this driver


description: Subclasses may override this to customize channel creation. Called by GetOrCreateChannel if the pool is exhausted and a new channel must be allocated.

code: virtual [UChannel](API\Runtime\Engine\Engine\UChannel) * InternalCreateChannelByName ( const [FName](API\Runtime\Core\UObject\FName) & ChName )


code: void InternalProcessRemoteFunction ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject, class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, class [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parms, [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack, bool bIsServer )


description: Returns whether adaptive net frequency is enabled. If enabled, update frequency is allowed to ramp down to MinNetUpdateFrequency for an actor when no replicated properties have changed. This is currently controlled by the CVar "net.UseAdaptiveNetUpdateFrequency".


description:
Returns true if this net driver is valid for the current configuration. Safe to call on a CDO if necessary
true if available, false otherwise

code: virtual bool IsAvailable() const


code: static bool IsDormInitialStartupActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description:
Whether or not this NetDriver requires encryption. Does signify that encryption is enabled, but does not signify that it's setup properly.
Whether or not encryption is presently required for connections.

code: virtual bool IsEncryptionRequired() const


description: true if the specified channel definition exists.

code: bool IsKnownChannelName ( const [FName](API\Runtime\Core\UObject\FName) & ChName ) const


description: Returns true if this actor is considered to be in a loaded level

code: virtual bool IsLevelInitializedForActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection ) const


description: true if the net resource is valid or false if it should not be used

code: virtual bool IsNetResourceValid()


description: Returns true if adaptive net update frequency is enabled and the given actor is having its update rate lowered from its standard rate.

code: bool IsNetworkActorUpdateFrequencyThrottled ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: bool IsNetworkActorUpdateFrequencyThrottled ( const [FNetworkObjectInfo](API\Runtime\Engine\Engine\FNetworkObjectInfo) & InNetworkActor ) const


description: Returns true if the driver's world time has exceeded the next replication update time for this actor, or if it is pending replication from a previous frame.

code: bool IsPendingNetUpdate ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


description: true if this netdriver is handling accepting connections

code: virtual bool IsServer() const


description: Returns true during the duration of a packet loss burst triggered by the net.pktlossburst command.


description: Returns if this netdriver is initialized to replicate using the Iris replication system or the Legacy replication system.

code: bool IsUsingIrisReplication() const


description: network number


description: Close socket and Free the memory the OS allocated for this socket

code: virtual void LowLevelDestroy()


description: Sends a 'connectionless' (not associated with a UNetConection) packet, to the specified address. NOTE: Address is an abstract format defined by subclasses. Anything calling this, must use an address supplied by the net driver.

code: virtual void LowLevelSend ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > Address, void * Data, int32 CountBits, [FOutPacketTraits](API\Runtime\NetCommon\Net\Common\Packets\FOutPacketTraits) & Traits )


description: Note, this doesn't imply the NetDriverwillever send properties and will not standard NetDrivers to send properties from clients.

code: const bool MaySendProperties() const


description: Unmap all references to this object, so that if later we receive this object again, we can remap the original references

code: void MoveMappedObjectToUnmapped ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: bool NetObjectIsDynamic ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Called when an actor channel is cleaned up for an actor.

code: virtual void NotifyActorChannelCleanedUp ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, EChannelCloseReason CloseReason )


description: Called after an actor channel is opened on a client when the actor was previously dormant.

code: virtual void NotifyActorClientDormancyChanged ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, ENetDormancy OldDormancyState )


description: Called when an actor channel is remotely opened for an actor.

code: virtual void NotifyActorChannelOpen ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Called when a spawned actor is destroyed.

code: virtual void NotifyActorDestroyed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool IsSeamlessTravel )


description: Notifies the NetDriver that the desired Dormancy state for this Actor has changed.

code: void NotifyActorDormancyChange ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, ENetDormancy OldDormancyState )


code: void NotifyActorFullyDormantForConnection ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Called when an actor is about to be carried during a seamless travel

code: void NotifyActorIsTraveling ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TravelingActor )


description: Called when an actor is being unloaded during a seamless travel or do due level streaming The main point is that it calls the normal NotifyActorDestroyed to destroy the channel on the server but also removes the Actor reference, sets broken flag, and cleans up actor class references on clients.

code: virtual void NotifyActorLevelUnloaded ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Called when an actor is renamed.

code: virtual void NotifyActorRenamed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) PreviousName )


code: virtual void NotifyActorTearOff ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual void NotifyActorTornOff ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Called after processing RPC to track time spent

code: void NotifyRPCProcessed ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, double ElapsedTimeSeconds )


code: virtual void NotifyStreamingLevelUnload ( [ULevel](API\Runtime\Engine\Engine\ULevel) * )


code: void NotifySubObjectDestroyed ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


description: Used to handle any NetDriver specific setup when a level has been added to the world.

code: virtual void OnLevelAddedToWorld ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, class [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Used to handle any NetDriver specific cleanup once a level has been removed from the world.

code: virtual void OnLevelRemovedFromWorld ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, class [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Callback after the engine created the NetDriver and set our name for the first time

code: void PostCreation ( bool bInitializeWithIris )


code: void PostSeamlessTravelGarbageCollect()


description: PostTickDispatch actions

code: virtual void PostTickDispatch()


description: PostTick actions

code: virtual void PostTickFlush()


code: void PreSeamlessTravelGarbageCollect()


description: Process any local talker packets that need to be sent to the server


description: Process any local talker packets that need to be sent to clients


description: Process a remote function call on some actor destined for a remote location

code: virtual void ProcessRemoteFunction ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, class [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parameters, struct [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, struct [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


description: Process a remote function on given actor channel. This is called by ::ProcessRemoteFunction.

code: void ProcessRemoteFunctionForChannel ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Ch, const class [FClassNetCache](API\Runtime\CoreUObject\UObject\FClassNetCache) * ClassCache, const [FFieldNetCache](API\Runtime\CoreUObject\UObject\FFieldNetCache) * FieldCache, [UObject](API\Runtime\CoreUObject\UObject\UObject) * TargetObj, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parms, [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack, const bool IsServer, const [ERemoteFunctionSendPolicy](API\Runtime\Engine\Engine\UNetDriver\ERemoteFunctionSendPolicy) SendPolicy )


code: void ProcessRemoteFunctionForChannel ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Ch, const class [FClassNetCache](API\Runtime\CoreUObject\UObject\FClassNetCache) * ClassCache, const [FFieldNetCache](API\Runtime\CoreUObject\UObject\FFieldNetCache) * FieldCache, [UObject](API\Runtime\CoreUObject\UObject\UObject) * TargetObj, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parms, [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack, const bool IsServer, const [ERemoteFunctionSendPolicy](API\Runtime\Engine\Engine\UNetDriver\ERemoteFunctionSendPolicy) SendPolicy, EProcessRemoteFunctionFlags & RemoteFunctionFlags )


description: Creates a trace event that updates the name and properties of the associated Game Instance

code: void NotifyGameInstanceUpdated()


description: Register all TickDispatch, TickFlush, PostTickFlush to tick in World

code: void RegisterTickEvents ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: If the channel's type is pooled, this will add the channel to the pool. Otherwise, nothing will happen.

code: void ReleaseToChannelPool ( [UChannel](API\Runtime\Engine\Engine\UChannel) * Channel )


code: void RemoveClassRepLayoutReferences ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: void RemoveClientConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * ClientConnectionToRemove )


code: void RemoveNetworkActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Determines which other connections should receive the voice packet and queues the packet for those connections. Used for sending both local/remote voice packets.

code: virtual void ReplicateVoicePacket ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FVoicePacket](API\Runtime\Engine\Net\FVoicePacket) > VoicePacket, class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * CameFromConn )


description: Resets the current delinquency analytics.


description: Called during seamless travel to clear all state that was tied to the previous game world (actor lists, etc)

code: virtual void ResetGameWorldState()


description: Sends a message to a client to destroy an actor to the client. The actor may already be destroyed locally.

code: int64 SendDestructionInfo ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) * DestructionInfo )


description:
NetClientTicksPerSecond is used to throttle how many clients are updated each frame, hoping to avoid saturating the server's upstream bandwidth, although the current solution is far from optimal. Ideally the throttling could be based upon the server connection becoming saturated, at which point each connection is reduced to priority only updates, and spread out amongst several ticks. Also might want to investigate eliminating the redundant consider/relevancy checks for Actors that were successfully replicated for some channels but not all, since that would make a decent CPU optimization.
the number of actors that were replicated

code: virtual int32 ServerReplicateActors ( float DeltaSeconds )


description: Sets the analytics provider

code: virtual void SetAnalyticsProvider &40; TSharedPtr< IAnalyticsProvider > InProvider &41;


description: Sets the level ID/PIE instance ID for this netdriver to use.

code: void SetDuplicateLevelID ( const int32 InDuplicateLevelID )


code: void SetIsInTick ( bool bIsInTick )


description: Change the NetDriver's NetDriverName. This will also reinit packet simulation settings so that settings can be qualified to a specific driver.

code: void SetNetDriverName ( [FName](API\Runtime\Core\UObject\FName) NewNetDriverNamed )


description: Set the NetDriver's NetDriverDefintion.

code: void SetNetDriverDefinition ( [FName](API\Runtime\Core\UObject\FName) NewNetDriverDefinition )


description: Override the configured server tick rate. Value is in ticks per second.

code: void SetNetServerMaxTickRate ( int32 InServerMaxTickRate )


code: void SetPendingDestruction ( bool bDestroy )


description: Explicitly sets the ReplicationDriver instance (you instantiate it and initialize it). Shouldn't be done during gameplay: ok to do in GameMode startup or via console commands for testing. Existing ReplicationDriver (if set) is destroyed when this is called.

code: void SetReplicationDriver ( [UReplicationDriver](API\Runtime\Engine\Engine\UReplicationDriver) * NewReplicationManager )


description: Set whether this actor should swap roles before replicating properties.

code: void SetRoleSwapOnReplicate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bSwapRoles )


description: Associate a world with this net driver. Disassociates any previous world first.

code: virtual void SetWorld ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Returns true if this network driver should execute this remote call locally.

code: virtual bool ShouldCallRemoteFunction ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) & RepFlags ) const


description: Returns true if the client should destroy immediately any actor that becomes torn-off

code: virtual bool ShouldClientDestroyTearOffActors() const


description: Returns true if clients should destroy the actor when the channel is closed.

code: virtual bool ShouldClientDestroyActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description: Returns true if this network driver will forward a received remote function call to other active net drivers.

code: virtual bool ShouldForwardFunction ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parms ) const


description: Returns whether or not RPCs processed by this driver should be ignored.

code: virtual bool ShouldIgnoreRPCs() const


description: Returns true if actor channels with InGUID should queue up bunches, even if they wouldn't otherwise be queued.

code: virtual bool ShouldQueueBunchesForActorGUID ( [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) InGUID ) const


description: Returns true if RepNotifies should be checked and generated when receiving properties for the given object.

code: virtual bool ShouldReceiveRepNotifiesForObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Returns true if this network driver will replicate the given actor.

code: virtual bool ShouldReplicateActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description: Returns true if this network driver will handle the remote function call for the given actor.

code: virtual bool ShouldReplicateFunction ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function ) const


description: Returns whether or not properties that are replicating using this driver should not call RepNotify functions.

code: virtual bool ShouldSkipRepNotifies() const


description: Shutdown all connections managed by this net driver

code: virtual void Shutdown()


description: Called when an authoritative actor wants to tear off a subobject on the clients it was already replicated to

code: void TearOffSubObjectOnClients ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


description: Handle time update: read and process packets

code: virtual void TickDispatch ( float DeltaTime )


description: ReplicateActors and Flush

code: virtual void TickFlush ( float DeltaSeconds )


description: Unregister all TickDispatch, TickFlush, PostTickFlush to tick in World

code: void UnregisterTickEvents ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Update the LagState based on a heuristic to determine if we are network lagging

code: virtual void UpdateNetworkLagState()


description: Constructors.

code: UNetDriver &40; const FObjectInitializer & ObjectInitializer &41;


description: Update stats related to networking.

code: void UpdateNetworkStats()


code: UNetDriver ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UNetDriver &40; FVTableHelper & Helper &41;


description: Destructor

code: virtual ~UNetDriver()


className: UNetDriver

code: class UNetDriver : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FExec](API\Runtime\Core\Misc\FExec)


className: DefaultMaxRepArrayMemory

description: Default MaxRepArrayMemory.

code: static const int32 DefaultMaxRepArrayMemory = UINT16_MAX;


className: DefaultMaxRepArraySize

description: Default MaxRepArraySize.

code: static const int32 DefaultMaxRepArraySize = 2 * 1024;


description: UObjectinterface

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: UNetworkSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UNetworkSettings

description: Network settings.

code: class UNetworkSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

NetworkEmulationProfiles

type: TArray<FNetwor...

description: This lists the common network emulation profiles that will be selectable in PIE settings


description: Attempt to add a new Object, return true if added

code: virtual bool AddObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewObject )


description: Clears the current loaded objects and asset data

code: virtual void ClearLoaded()


description: Static function to create a new ObjectLibrary at runtime, with various options set There is now a better version of this functionality in AssetManager, if you are creating many game-specific libraries you should switch to using AssetManager instead

code: static [UObjectLibrary](API\Runtime\Engine\Engine\UObjectLibrary) * CreateLibrary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InBaseClass, bool bInHasBlueprintClasses, bool bInUseWeak )


className: FObjectLibraryOnObjectAdded

code: class FObjectLibraryOnObjectAdded : public TBaseMulticastDelegate_OneParam< void, UObject * >


className: FObjectLibraryOnObjectRemoved

code: class FObjectLibraryOnObjectRemoved : public TBaseMulticastDelegate_OneParam< void, UObject * >


description: Returns the number of objects

code: int32 GetAssetDataCount() const


description: Returns the list of asset data

code: virtual void GetAssetDataList ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssetData )


description: Returns the number of objects

code: int32 GetObjectCount() const


description: Fills in a passed in array of objects, casts to proper type

code: template<typename T> void GetObjects ( [TArray](API\Runtime\Core\Containers\TArray)< T * > & OutObjects )


code: virtual int32 LoadAssetDataFromPath ( const [FString](API\Runtime\Core\Containers\FString) & Path )


description: Gets asset data for assets in a subdirectory. Returns number of assets data loaded

code: virtual int32 LoadAssetDataFromPaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Paths, bool bForceSynchronousScan )


description: Load all of the objects in asset data list into memory

code: virtual int32 LoadAssetsFromAssetData()


code: virtual int32 LoadAssetsFromPath ( const [FString](API\Runtime\Core\Containers\FString) & Path )


description: Load an entire subdirectory of assets into this object library. Returns number of assets loaded

code: virtual int32 LoadAssetsFromPaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Paths )


code: virtual int32 LoadBlueprintAssetDataFromPath ( const [FString](API\Runtime\Core\Containers\FString) & Path )


description: Load an entire subdirectory of blueprints into this object library. Only loads asset data for blueprints of passed in class. Returns number of asset data loaded loaded

code: virtual int32 LoadBlueprintAssetDataFromPaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Paths, bool bForceSynchronousScan )


code: virtual int32 LoadBlueprintsFromPath ( const [FString](API\Runtime\Core\Containers\FString) & Path )


description: Load an entire subdirectory of blueprints into this object library. Only loads blueprints of passed in class. Returns number of assets loaded

code: virtual int32 LoadBlueprintsFromPaths ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Paths )


description: Handler for when assets have finished scanning in the asset registry


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Attempt to remove an Object from the object, return true if removed

code: virtual bool RemoveObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToRemove )


code: UObjectLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Set rather this library is using weak or strong references

code: virtual void UseWeakReferences ( bool bSetUseWeak )


className: UObjectLibrary

description: Class that holds a library of Objects

code: class UObjectLibrary : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AssetDataList

type: TArray<FAssetD...

description: Asset data of objects that will belong in library, possibly not loaded yet

bHasBlueprintClasses

type: bool

description: True if this library holds blueprint classes, false if it holds other objects

bIncludeOnlyOnDiskAssets

description: Whether to set bIncludeOnlyOnDiskAssets when setting up AR filters for discovering asset data

bIsFullyLoaded

description: True if we've already fully loaded this library, can't do it twice

bIsGlobalAsyncScanEnvironment

description: True if we are running a build that is already scanning assets globally so we can perhaps avoid scanning paths synchronously

bRecursivePaths

description: Whether to set bRecursivePaths when setting up AR filters for discovering asset data

bUseWeakReferences

description: If this library should use weak pointers

DeferredAssetDataPaths

type: TArray<FString...

description: The paths that we will query again once assets are finished being discovered

ObjectBaseClass

type: TObjectPtr<UCl...

description: Class that Objects must be of.

Objects

type: TArray<TObject...

description: List of Objects in library

OnObjectAddedEvent

type: FObjectLibraryO...

description: Delegates for when an object is added or removed from this library.

WeakObjects

type: TArray<TWeakOb...

description: Weak pointers to objects


code: UObjectReferencer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UObjectReferencer

description: Helper class to force object references for various reasons.

code: class UObjectReferencer : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ReferencedObjects

description: Array of objects being referenced.


code: void AddNetFieldExportGroup ( const [FString](API\Runtime\Core\Containers\FString) & PathName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FNetFieldExportGroup](API\Runtime\Engine\Engine\FNetFieldExportGroup) > NewNetFieldExportGroup )


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: void AppendExportBunches ( [TArray](API\Runtime\Core\Containers\TArray)< [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * > & OutgoingBunches )


code: void AppendNetExportGUIDs ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Archive )


code: void AppendExportData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Archive )


description: Functions to help with exporting/importing net field export info

code: void AppendNetFieldExports ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Archive )


code: void AppendNetFieldExportsInternal ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Archive, const [TSet](API\Runtime\Core\Containers\TSet)< uint64 > & InNetFieldExports, EAppendNetExportFlags Flags )


code: void ConsumeQueuedActorDelinquencyAnalytics ( [FNetQueuedActorDelinquencyAnalytics](API\Runtime\Engine\Net\FNetQueuedActorDelinquencyAnalyt-) & Out )


description: Exports the NetGUID and paths needed to the CurrentExportBunch

code: bool ExportNetGUID ( [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) NetGUID, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) PathName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjOuter )


code: bool ExportNetGUIDForReplay ( [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) &, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) & PathName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjOuter )


description: Called when an export bunch is finished. It writes how many NetGUIDs are contained in the bunch and finalizes the book keeping so we know what NetGUIDs are in the bunch

code: void ExportNetGUIDHeader()


code: [FString](API\Runtime\Core\Containers\FString) GetFullNetGUIDPath ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) > & GetMustBeMappedGuidsInLastBunch()


description: Functions to help with exporting/importing net field info

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FNetFieldExportGroup](API\Runtime\Engine\Engine\FNetFieldExportGroup) > GetNetFieldExportGroup ( const [FString](API\Runtime\Core\Containers\FString) & PathName )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FNetFieldExportGroup](API\Runtime\Engine\Engine\FNetFieldExportGroup) > GetNetFieldExportGroupChecked ( const [FString](API\Runtime\Core\Containers\FString) & PathName ) const


code: virtual [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) GetNetGUIDFromObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


description: Returns stats for NetGUID usage

code: virtual void GetNetGUIDStats ( int32 & AckCount, int32 & UnAckCount, int32 & PendingCount )


code: int32 GetNumQueuedBunchNetGUIDs() const


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectFromNetGUID ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, const bool bIgnoreMustBeMapped )


code: const [FNetQueuedActorDelinquencyAnalytics](API\Runtime\Engine\Net\FNetQueuedActorDelinquencyAnalyt-) & GetQueuedActorDelinquencyAnalytics() const


description: Immediately export an Object's NetGUID. This will

code: void HandleUnAssignedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


code: void Initialize ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FNetGUIDCache](API\Runtime\Engine\Engine\FNetGUIDCache) > InNetGUIDCache )


description: Loads aUObjectfrom anFArchivestream. Reads object path if there, and tries to load object if its not already loaded

code: [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) InternalLoadObject ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Object, const int32 InternalLoadObjectRecursionCount )


description: Writes an object NetGUID given the NetGUID and either the object itself, orFStringfull name of the object. Appends full name/path if necessary

code: void InternalWriteObject ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) NetGUID, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FString](API\Runtime\Core\Containers\FString) ObjectPathName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectOuter )


code: virtual bool IsGUIDBroken ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, const bool bMustBeRegistered ) const


description: Returns true if this guid is directly pending, or depends on another guid that is pending

code: virtual bool IsGUIDPending ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID ) const


description: Return false if our connection is the netdriver's server connection This is ugly but probably better than adding a shadow variable that has to be set/cleared at the net driver level.

code: bool IsNetGUIDAuthority() const


description: Prints debug info about this package map's state

code: virtual void LogDebugInfo ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Returns true if this PackageMap's connection has ACK'd the given NetGUID.

code: bool NetGUIDHasBeenAckd ( [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) NetGUID )


description: Called when a bunch is committed to the connection's Out buffer. ExportNetGUIDs is the list of GUIDs stored on the bunch that we use to update the expected sequence for those exported GUIDs

code: virtual void NotifyBunchCommit ( const int32 OutPacketId, const [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * OutBunch )


code: virtual void NotifyStreamingLevelUnload ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * UnloadedLevel )


description: Returns true if Object's outer level has completely finished loading.

code: bool ObjectLevelHasFinishedLoading ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) const


code: void OverridePackageMapExportAckStatus ( [FPackageMapAckState](API\Runtime\Engine\Engine\FPackageMapAckState) * NewState )


description: Called by the PackageMap's UConnection after a receiving an ack Updates the respective GUIDs that were acked by this packet

code: virtual void ReceivedAck ( const int32 AckPacketId )


description: Handles a NACK for given packet id. If this packet ID contained a NetGUID reference, we redirty the NetGUID by setting its entry in NetGUIDAckStatus to GUID_PACKET_NOT_ACKED.

code: virtual void ReceivedNak ( const int32 NakPacketId )


code: void ReceiveExportData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Archive )


code: void ReceiveNetExportGUIDs ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Archive )


code: void ReceiveNetFieldExports ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Archive )


code: void ReceiveNetGUIDBunch ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & InBunch )


code: virtual void ReportSyncLoadsForProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Resets the AckState and empties the PendingAckGuids, not meant to reset the OverrideAckState.

code: void ResetAckState()


description: For sync load debugging with LogNetSyncLoads.


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * ResolvePathAndAssignNetGUID ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, const [FString](API\Runtime\Core\Containers\FString) & PathName )


code: void RestorePackageMapExportAckStatus ( const [FPackageMapAckState](API\Runtime\Engine\Engine\FPackageMapAckState) & InState )


code: void SavePackageMapExportAckStatus ( [FPackageMapAckState](API\Runtime\Engine\Engine\FPackageMapAckState) & OutState )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [TGuardValue](API\Runtime\Core\Templates\TGuardValue)< bool > > ScopedIgnoreReceivedExportGUIDs()


code: void SerializeNetFieldExportDelta ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SerializeNetFieldExportGroupMap ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bClearPendingExports )


description: returns true if a new actor was spawned. false means an existing actor was found for the netguid.

code: virtual bool SerializeNewActor ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, class [AActor](API\Runtime\Engine\GameFramework\AActor) *& Actor )


description: This is the meat of the PackageMap class which serializes a reference to Object.

code: virtual bool SerializeObject ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Obj, [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) * OutNetGUID )


description: Set rather this actor is associated with a channel with queued bunches

code: virtual void SetHasQueuedBunches ( const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID, bool bHasQueuedBunches )


description: Do we need to include the full path of this object for the client to resolve it?

code: bool ShouldSendFullPath ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) & NetGUID )


code: void SyncPackageMapExportAckStatus ( const [UPackageMapClient](API\Runtime\Engine\Engine\UPackageMapClient) * Source )


code: void TrackNetFieldExport ( [FNetFieldExportGroup](API\Runtime\Engine\Engine\FNetFieldExportGroup) * NetFieldExportGroup, const int32 NetFieldExportHandle )


description: Slimmed down version of SerializeObject, that writes an object reference given a NetGUID and name (e.g, it does not require the actor to actually exist anymore to serialize the reference). This must be kept in sync withUPackageMapClient::SerializeObject.

code: virtual bool WriteObject ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) NetGUID, [FString](API\Runtime\Core\Containers\FString) ObjName )


code: UPackageMapClient ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPackageMapClient

code: class UPackageMapClient : public [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap)

AckState

type: FPackageMapAckS...

Connection

type: UNetConnection...

CurrentExportBunch

type: FOutBunch*

CurrentExportNetGUIDs

type: TSet<FNetworkG...

CurrentQueuedBunchNetGUIDs

type: TMap<FNetworkG...

description: Set of Actor NetGUIDs with currently queued bunches and the time they were first queued.

ExportBunches

type: TArray<FOutBun...

description: Bunches of NetGUID/path tables to send with the current content bunch.

ExportGUIDArchives

type: TArray<TArray<...

GuidCache

type: TSharedPtr<FNe...

NetFieldExports

type: TSet< uint64 >

description: List of net field exports that need to go out on next bunch


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Setup the connection for encryption with a given key All future packets are expected to be encrypted

code: void FinalizeEncryptedConnection ( const [FEncryptionKeyResponse](API\Runtime\Engine\Engine\FEncryptionKeyResponse) & Response, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) > WeakConnection )


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description: Gets the demo net driver for this pending world.

code: [UDemoNetDriver](API\Runtime\Engine\Engine\UDemoNetDriver) * GetDemoNetDriver() const


code: virtual [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * GetNetDriver()


description: Constructor.

code: void Initialize ( const [FURL](API\Runtime\Engine\Engine\FURL) & InURL )


description: Create the peer net driver and a socket to listen for new client peer connections.

code: void InitPeerListen()


description: Called by the engine after it calls LoadMap for this PendingNetGame.

code: virtual bool LoadMapCompleted ( [UEngine](API\Runtime\Engine\Engine\UEngine) * Engine, [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context, bool bLoadedMapSuccessfully, const [FString](API\Runtime\Core\Containers\FString) & LoadMapError )


description: Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection

code: virtual void NotifyAcceptedConnection ( class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description:
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc)
true if the channel should be opened, false if it should be rejected (destroying the channel)

code: virtual bool NotifyAcceptingChannel ( class [UChannel](API\Runtime\Engine\Engine\UChannel) * Channel )


description:
Notification that an incoming connection is pending, giving the interface a chance to reject the request
EAcceptConnection indicating willingness to accept the connection at this time


description: Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage::Receive())

code: virtual void NotifyControlMessage ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, uint8 MessageType, class [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


description: Send the packet for triggering the initial join

code: void SendInitialJoin()


description: Send JOIN to other end

code: virtual void SendJoin()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the demo net driver for this pending world.

code: void SetDemoNetDriver ( [UDemoNetDriver](API\Runtime\Engine\Engine\UDemoNetDriver) *const InDemoNetDriver )


description: Set the encryption key for the connection. This doesn't cause outgoing packets to be encrypted, but it allows the connection to decrypt any incoming packets if needed.

code: void SetEncryptionKey ( const [FEncryptionKeyResponse](API\Runtime\Engine\Engine\FEncryptionKeyResponse) & Response )


code: void SetFailedTravel ( bool bInFailedTravel )


description: Update the pending level's status.

code: virtual void Tick ( float DeltaTime )


description: Called by the engine after loadmapCompleted and the GameInstance has finished delaying

code: virtual void TravelCompleted ( [UEngine](API\Runtime\Engine\Engine\UEngine) * Engine, [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context )


className: UPendingNetGame

code: class UPendingNetGame : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify)

bLoadedMapSuccessfully

description: Set when we call LoadMapCompleted

ConnectionError

type: FString

NetDriver

type: TObjectPtr< cla...

description: Net driver created for contacting the new server Transferred to world on successful connection

URL

type: FURL

description: URL associated with this level.


description: Adds a typed delegate (the value of the type is subclass dependent, make an enum per subclass)

code: virtual void AddDelegate ( int32 DelegateType, [FPlatformInterfaceDelegate](API\Runtime\Engine\Engine\FPlatformInterfaceDelegate) InDelegate )


description: Call all the delegates currently set for the given delegate type with the given data

code: void CallDelegates ( int32 DelegateType, [FPlatformInterfaceDelegateResult](API\Runtime\Engine\Engine\FPlatformInterfaceDelegateResult) & Result )


description: Removes a delegate from the list of listeners

code: virtual void ClearDelegate ( int32 DelegateType, [FPlatformInterfaceDelegate](API\Runtime\Engine\Engine\FPlatformInterfaceDelegate) InDelegate )


description: C++ interface to get the singleton

code: static [UCloudStorageBase](API\Runtime\Engine\Engine\UCloudStorageBase) * GetCloudStorageInterfaceSingleton()


description:
This is called on the default object, call the class static function
the CloudStorage singleton object


description:
This is called on the default object, call the class static function
the AdManager singleton object


description: C++ interface to get the singleton

code: static [UInGameAdManager](API\Runtime\Engine\Engine\UInGameAdManager) * GetInGameAdManagerSingleton()


description: C++ interface to get the singleton


description:
This is called on the default object, call the class static function
the MicroTransaction singleton object


description:
This is called on the default object, call the class static function
the Twitter singleton object


description: C++ interface to get the singleton

code: static [UTwitterIntegrationBase](API\Runtime\Engine\Engine\UTwitterIntegrationBase) * GetTwitterIntegrationSingleton()


description: Constructor.

code: UPendingNetGame ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Check for certain exec commands that map to the various subclasses (it will only get/create the singleton if the first bit of the exec command matches a one of the special strings, like "ad" for ad manager)

code: static bool StaticExec ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description:
Determines if there are any delegates of the given type on this platform interface object. This is useful to skip a bunch ofFPlatformInterfaceDelegateResultif there is no one even listening!
true if there are any delegates set of the given type

code: bool HasDelegates ( int32 DelegateType )


code: UPlatformInterfaceBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPlatformInterfaceBase

code: class UPlatformInterfaceBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AllDelegates

type: TArray< struct ...

description: Array of delegate arrays.


description: Retrieve the header and value for the given index of header/value pair

code: virtual void GetHeader ( int32 HeaderIndex, [FString](API\Runtime\Core\Containers\FString) & Header, [FString](API\Runtime\Core\Containers\FString) & Value )


description: the value for the given header (or "" if no matching header)

code: virtual [FString](API\Runtime\Core\Containers\FString) GetHeaderValue ( const [FString](API\Runtime\Core\Containers\FString) & HeaderName )


description: the number of header/value pairs

code: virtual int32 GetNumHeaders()


code: UPlatformInterfaceWebResponse ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPlatformInterfaceWebResponse

description: This is the a generic web response object that holds the entirety of the web response made from PlatformInterfaceBase subclasses

code: class UPlatformInterfaceWebResponse : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

BinaryResponse

type: TArray< uint8 >

description: For non-string results, this is the response

Headers

type: TMap<FString, ...

description: Response headers and their values

OriginalURL

description: This holds the original requested URL

ResponseCode

description: Result code from the response (200=OK, 404=Not Found, etc)

StringResponse

description: For string results, this is the response

Tag

description: A user-specified tag specified with the request


description: Executes theExec()command

code: [FString](API\Runtime\Core\Containers\FString) ConsoleCommand ( const [FString](API\Runtime\Core\Containers\FString) & Cmd, bool bWriteToLog )


description:
Gets the player controller in the given world for this player.
The controller associated with this player in InWorld, if one exists.

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerController ( const [UWorld](API\Runtime\Engine\Engine\UWorld) *const InWorld ) const


description: Called when this player has had it's outer Player Controller set for remote net connections

code: virtual void ReceivedPlayerController ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewController )


description: Dynamically assign Controller to Player and set viewport.

code: virtual void SwitchController ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


code: UPlayer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPlayer

code: class UPlayer : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FExec](API\Runtime\Core\Misc\FExec)

CurrentNetSpeed

description: Net variables.

PlayerController

description: The actor this player controls.


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Returns true if this object is considered an asset.

code: virtual bool IsAsset() const


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: UPolys ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Constructors.


description: DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

code: UPolys ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UPolys

code: class UPolys : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Element

type: TArray<FPoly>

description: Elements.


description: Create a new element and add it to this pose watch

code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPoseWatchElement](API\Runtime\Engine\Engine\UPoseWatchElement) > AddElement ( const [FText](API\Runtime\Core\Internationalization\FText) InLabel, const [FName](API\Runtime\Core\UObject\FName) IconName )


description: Create a new element of a specified type and add it to this pose watch

code: template<class [TElementType](API\Runtime\Core\Traits\TElementType)> [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [TElementType](API\Runtime\Core\Traits\TElementType) > AddElement ( const [FText](API\Runtime\Core\Internationalization\FText) InLabel, const [FName](API\Runtime\Core\UObject\FName) IconName )


description: Returns true if this pose watch contains the specified element

code: bool Contains ( const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPoseWatchElement](API\Runtime\Engine\Engine\UPoseWatchElement) > InElement )


code: bool Contains ( const [UPoseWatchElement](API\Runtime\Engine\Engine\UPoseWatchElement) *const InElement )


description: Find an element with the supplied label.

code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPoseWatchElement](API\Runtime\Engine\Engine\UPoseWatchElement) > FindElement ( const [FText](API\Runtime\Core\Internationalization\FText) InLabel )


description: Find and return and existing element with the supplied label or, if none exists, create a new element and add it to this pose watch.

code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPoseWatchElement](API\Runtime\Engine\Engine\UPoseWatchElement) > FindOrAddElement ( const [FText](API\Runtime\Core\Internationalization\FText) InLabel, const [FName](API\Runtime\Core\UObject\FName) InIconName )


description: Returns the anim blueprint this pose watch is stored inside

code: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const


description: Returns the color to display the pose watch using


description: The default name given to all new pose watches


description: Returns the first element with the matching type

code: template<class [TElementType](API\Runtime\Core\Traits\TElementType)> [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [TElementType](API\Runtime\Core\Traits\TElementType) > GetFirstElementOfType()


description: Returns a reference to the array of elements stored in this

code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPoseWatchElement](API\Runtime\Engine\Engine\UPoseWatchElement) > > & GetElements()


description: Returns true if any child element is enabled

code: bool GetIsEnabled() const


description: Returns true if this should display its children in the pose watch manager window

code: bool GetIsExpanded() const


description: Returns true if the this pose watch's node is active in its anim graph

code: bool GetIsNodeEnabled() const


description: Returns the visibility of this pose watch

code: bool GetIsVisible() const


description: Returns the display label assigned to this pose watch


description: Returns the parent folder this pose watch belongs to, if any

code: [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * GetParent() const


description: Returns the slash delimited path of this pose watch

code: const [FText](API\Runtime\Core\Internationalization\FText) GetPath() const


description: Returns true if this pose watch should be deleted after the user has deselected its assigned node (Editor preference)

code: bool GetShouldDeleteOnDeselect() const


description: Returns true if this pose watch is inside some pose watch folder

code: bool IsAssignedFolder() const


description: Returns true if this pose watch is inside InFolder

code: bool IsIn ( const [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * InFolder ) const


description: Alias of SetParent

code: void MoveTo ( [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * InFolder )


description: Returns true if InLabel is a unique pose watch label among the children of InFolder, excluding this

code: bool IsLabelUniqueInParent ( const [FText](API\Runtime\Core\Internationalization\FText) & InLabel, [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * InFolder ) const


description: Called when a pose watch is deleted to update it's parent

code: void OnRemoved()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the display color of this pose watch in the UI and viewport

code: void SetColor ( const [FColor](API\Runtime\Core\Math\FColor) & InColor )


description: Set whether this should display its children in the pose watch manager window

code: void SetIsExpanded ( bool bInIsExpanded )


description: If set, denotes the pose watch is able to be drawn to the viewport

code: void SetIsNodeEnabled ( const bool bInIsEnabled )


description: Sets whether or not to render this pose watch to the viewport

code: void SetIsVisible ( bool bInIsVisible )


description: Attempts to set this pose watch's parent, returns false if unsuccessful (if moving causes a name clash) Using bForce may change the pose watch's label to ensure no name clashes

code: bool SetParent ( [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * InParent, bool bForce )


description: Attempts to set the label, returns false if unsuccessful (if there's a name clash with another pose watch in the current directory)

code: bool SetLabel ( const [FText](API\Runtime\Core\Internationalization\FText) & InLabel )


description: Sets whether this pose watch should delete after deselecting it's assigned node (Editor preference)

code: void SetShouldDeleteOnDeselect ( const bool bInDeleteOnDeselection )


description: TakesGetDefaultLabel()and generates unique labels to avoid name clashes (e.g. PoseWatch1, PoseWatch2, ...)

code: void SetUniqueDefaultLabel()


description: Toggle's the pose watch's visibility

code: void ToggleIsVisible()


description: Returns true if there would be no name clashes when assigning the label InLabel

code: bool ValidateLabelRename ( const [FText](API\Runtime\Core\Internationalization\FText) & InLabel, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


description: Called when a child element's visibility is changed

code: void UpdateVisibility()


code: UPoseWatch ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPoseWatch

code: class UPoseWatch : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bDeleteOnDeselection

type: bool

bIsNodeEnabled

description: If true, the node is able to be drawn to the view port.

bIsVisible

description: If true will draw the pose to the viewport.

Elements

type: TArray<TObject...

Label

type: FText

Node

type: TWeakObjectPtr<...


description: Returns the color to display the pose watch using.


description: Get the name of the icon used to represent this element.


description: The default name given to all new pose watch elements


description: Returns the visibility of this pose watch

code: bool GetIsVisible() const


description: Returns the display label assigned to this pose watch


description: Returns the parent pose watch this element belongs to.

code: [UPoseWatch](API\Runtime\Engine\Engine\UPoseWatch) * GetParent() const


description: Returns true if it is possible to set the color of this element.

code: bool HasColor() const


description: Returns true if InLabel is a unique among the children of this elements parent, excluding this.

code: bool IsLabelUniqueInParent ( const [FText](API\Runtime\Core\Internationalization\FText) & InLabel, [UPoseWatch](API\Runtime\Engine\Engine\UPoseWatch) * InParent ) const


description: Sets the display color of this pose watch in the UI and view port.

code: virtual void SetColor ( const [FColor](API\Runtime\Core\Math\FColor) & InColor )


description: Set the can set the color flag.

code: void SetHasColor ( const bool bInHasColor )


description: Set the name of the icon used to represent this element.

code: void SetIconName ( const [FName](API\Runtime\Core\UObject\FName) InIconName )


description: Sets whether or not to render this pose watch to the view port.

code: virtual void SetIsVisible ( bool bInIsVisible )


description: Attempts to set the label, returns false if unsuccessful (if there's a name clash with another pose watch in the current directory).


description: Sets this element's parent.

code: void SetParent ( [UPoseWatch](API\Runtime\Engine\Engine\UPoseWatch) * InParent )


description: TakesGetDefaultLabel()and generates unique labels to avoid name clashes (e.g. PoseWatch1, PoseWatch2, ...).


description: Returns true if the pose watch is able to draw anything in the viewport

code: virtual bool GetIsEnabled() const


description: Takes InLabel and generates unique labels to avoid name clashes (e.g. PoseWatch1, PoseWatch2, ...).

code: void SetUniqueLabel ( const [FText](API\Runtime\Core\Internationalization\FText) & InLabel )


description: Toggle's the pose watch's visibility


description: Returns true if there would be no name clashes when assigning the label InLabel.


className: UPoseWatchElement

code: class UPoseWatchElement : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bIsVisible

description: If true will draw the node to the view port.

Color

type: FColor

IconName

type: FName


description: The default name given to all new folders


description: Returns the anim blueprint this pose watch folder is stored inside

code: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const


description: Returns true if this should display its children in the pose watch manager window

code: bool GetIsExpanded() const


description: Returns the display label assigned to this pose watch folder


description: Returns the visibility of this pose watch folder


description: Returns the parent folder this folder belongs to, if any

code: [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * GetParent() const


description: Returns the slash delimited path of this folder (e.g. MyFolder/MyNestedFolder/MyPoseWatch)

code: const [FText](API\Runtime\Core\Internationalization\FText) GetPath() const


description: Returns true if this folder is inside another folder

code: bool IsAssignedFolder() const


description: Returns true if at least one UPoseWatch/UPoseWatchFolder has this as it's parent

code: bool HasChildren() const


description: Returns true if this is a descendant of InFolder

code: bool IsDescendantOf ( const [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * InFolder ) const


description: Returns true if InFolder is the parent of this

code: bool IsIn ( const [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * InFolder ) const


description: Returns true if InLabel is a unique folder label among the children of InFolder, excluding this

code: bool IsLabelUniqueInParent ( const [FText](API\Runtime\Core\Internationalization\FText) & InLabel, [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * InFolder ) const


description: Alias of SetParent

code: void MoveTo ( [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * InFolder )


description: Called before the pose watch folder is deleted to cleanup it's children and update it's parent

code: void OnRemoved()


description: Set whether this should display its children in the pose watch manager window

code: void SetIsExpanded ( bool bInIsExpanded )


description: Attempts to set the label, returns false if unsuccessful (if there's a name clash with another folder in the current directory)

code: bool SetLabel ( const [FText](API\Runtime\Core\Internationalization\FText) & InLabel )


description: Sets the visibility of this folder, must contain at least one post watch descendant to become visible

code: void SetIsVisible ( bool bInIsVisible, bool bUpdateChildren )


description: Attempts to set this folder's parent, returns false if unsuccessful (if moving causes a name clash) Using bForce may change the folder's label to ensure no name clashes

code: bool SetParent ( [UPoseWatchFolder](API\Runtime\Engine\Engine\UPoseWatchFolder) * Parent, bool bForce )


description: TakesGetDefaultLabel()and generates unique labels to avoid name clashes (e.g. NewFolder1, NewFolder2, ...)

code: void SetUniqueDefaultLabel()


description: Called when a child is removed/added to a folder

code: void UpdateVisibility()


description: Returns true if there would be no name clashes when assigning the label InLabel

code: bool ValidateLabelRename ( const [FText](API\Runtime\Core\Internationalization\FText) & InLabel, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )


code: UPoseWatchFolder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UPoseWatchFolder

code: class UPoseWatchFolder : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Returns true if the pose watch is able to draw anything in the viewport

code: virtual bool GetIsEnabled() const


code: UPoseWatchPoseElement ( const class [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & PCIP )


className: UPoseWatchPoseElement

code: class UPoseWatchPoseElement : public [UPoseWatchElement](API\Runtime\Engine\Engine\UPoseWatchElement)

bInvertViewportMask

description: Invert which bones are rendered when using a viewport mask

BlendScaleThreshold

type: float

description: The threshold which each bone's blend scale much surpass to be rendered using the viewport mask

ViewportMask

type: TObjectPtr<UBl...

description: Optionally select a Blend Mask to control which bones on the skeleton are rendered.

ViewportOffset

description: Offset the rendering of the bones in the viewport.


description: Return list of preview SkeletalMesh

code: virtual void GetPreviewSkeletalMeshes ( [TArray](API\Runtime\Core\Containers\TArray)< [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > & OutList, [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) >> & OutAnimBP ) const


className: UPreviewMeshCollection

description: A simple collection of skeletal meshes used for in-editor preview

code: class UPreviewMeshCollection : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset), public [IPreviewCollectionInterface](API\Runtime\Engine\Animation\IPreviewCollectionInterface)

SkeletalMeshes

type: TArray<FPrevie...

description: The skeletal meshes that this collection contains

Skeleton

type: TObjectPtr<USk...


className: CollectionBundle

description: Bundle used for collection assets

code: static const [FName](API\Runtime\Core\UObject\FName) CollectionBundle = FName("Collection");


className: DirectoryBundle

description: Bundle name used for directory-tagged assets

code: static const [FName](API\Runtime\Core\UObject\FName) DirectoryBundle = FName("Directory");


description: Set to editor only if this is not available in a cooked build

code: virtual bool IsEditorOnly() const


description: This scans the class for AssetBundles metadata on asset properties and initializes the AssetBundleData with InitializeAssetBundlesFromMetadata

code: virtual void UpdateAssetBundleData()


description: Constructor

code: UPrimaryAssetLabel()


className: UPrimaryAssetLabel

description: A seed file that is created to mark referenced assets as part of this primary asset

code: class UPrimaryAssetLabel : public [UPrimaryDataAsset](API\Runtime\Engine\Engine\UPrimaryDataAsset)

AssetCollection

type: FCollectionRefe...

description: Collection to load asset references out of

bIncludeRedirectors

type: uint32:  1

description: Set to true if the label asset itself should be cooked and available at runtime.

bLabelAssetsInMyDirectory

description: True to Label everything in this directory and sub directories

ExplicitAssets

type: TArray<TSoftOb...

description: List of manually specified assets to label

ExplicitBlueprints

type: TArray<TSoftCl...

description: List of manually specified blueprint assets to label

Rules

type: FPrimaryAssetRu...

description: Management rules for this specific asset, if set it will override the type rules


description: Returns an Type:Name pair representing the PrimaryAssetId for this object. Assets that need to be globally referenced at runtime should return a valid Identifier. If this is valid, the object can be referenced by identifier using the AssetManager

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetId() const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Updates AssetBundleData

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


className: UPrimaryDataAsset

description: The PrimaryAssetType will be equal to the name of the first native class going up the hierarchy, or the highest level blueprint class. IE, if you haveUPrimaryDataAsset-> UParentNativeClass -> UChildNativeClass -> DataOnlyBlueprintClass the type will be ChildNativeClass. Whereas if you haveUPrimaryDataAsset-> ParentBlueprintClass -> DataOnlyBlueprintClass the type will be ParentBlueprintClass. To change this behavior, override GetPrimaryAssetId in your native class or copy those functions into a different native base class.

code: class UPrimaryDataAsset : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

AssetBundleData

type: FAssetBundleDat...

description: Asset Bundle data computed at save time. In cooked builds this is accessible from AssetRegistry


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


description: Gets the settings container name for the settings, either Project or Editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetContainerName() const


description: UObjectinterface

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: void SetProxyLODMeshReductionModuleName ( [FName](API\Runtime\Core\UObject\FName) InProxyLODMeshReductionModuleName )


code: UProxyLODMeshSimplificationSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UProxyLODMeshSimplificationSettings

description: Controls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system).

code: class UProxyLODMeshSimplificationSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

ProxyLODMeshReductionModuleName

description: Mesh reduction plugin to use when simplifying mesh geometry for Hierarchical LOD


description: UObjectinterface

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: URendererOverrideSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: URendererOverrideSettings

code: class URendererOverrideSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

ConsoleVariable

description: "Enabling will locally override all ShaderPermutationReduction settings from the Renderer section to be enabled.


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


code: URendererSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: URendererSettings

description: Rendering settings.

code: class URendererSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

DisplayName

description: The maximum bones count section vertices's skinning can use before being chunked into more sections.


code: virtual void NotifyActorChannelCleanedUp ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel )


code: virtual void NotifyActorChannelAdded ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel )


code: virtual void NotifyActorChannelRemoved ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual void NotifyAddDestructionInfo ( [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) * DestructInfo )


code: virtual void NotifyAddDormantDestructionInfo ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual void NotifyClientVisibleLevelNamesAdd ( [FName](API\Runtime\Core\UObject\FName) LevelName, [UWorld](API\Runtime\Engine\Engine\UWorld) * StreamingWorld )


code: virtual void NotifyClientVisibleLevelNamesRemove ( [FName](API\Runtime\Core\UObject\FName) LevelName )


code: virtual void NotifyRemoveDestructionInfo ( [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) * DestructInfo )


className: UReplicationConnectionDriver

description: Class/interface for replication extension that is per connection. It is up to the replication driver to create and associate these with aUNetConnection

code: class UReplicationConnectionDriver : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual void AddNetworkActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: This is the functionUNetDrivercalls to create its replication driver. It will invoke OnCreateReplicationDriver if set, otherwise will instantiate ReplicationDriverClassName from the NetDriver.

code: static [UReplicationDriver](API\Runtime\Engine\Engine\UReplicationDriver) * CreateReplicationDriver ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, const [FURL](API\Runtime\Engine\Engine\FURL) & URL, [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Static delegate you can bind to override replication driver creation

code: static FCreateReplicationDriver & CreateReplicationDriverDelegate()


code: virtual void FlushNetDormancy ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool WasDormInitial )


code: virtual void ForceNetUpdate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Called to associate a netdriver with a rep driver. The rep driver can "get itself ready" here.SetRepDriverWorld()will have already been caleld

code: virtual void InitForNetDriver ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InNetDriver )


description: Called after World and NetDriver have been set. This is where RepDriver should possibly look at existing actors in the world

code: virtual void InitializeActorsInWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual void NotifyActorDormancyChange ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, ENetDormancy OldDormancyState )


code: virtual void NotifyActorTearOff ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual void AddClientConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


code: virtual void NotifyActorFullyDormantForConnection ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Called when a destruction info is created for an actor. Can be used to override some of the destruction info struct

code: virtual void NotifyDestructionInfoCreated ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) & DestructionInfo )


description: Called after the netdriver has handled TickDispatch

code: virtual void PostTickDispatch()


description: Handles an RPC. Returns true if it actually handled it. Returning false will cause the rep driver function to handle it instead

code: virtual bool ProcessRemoteFunction ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parameters, [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


code: virtual void RemoveClientConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


code: virtual void RemoveNetworkActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual void ResetGameWorldState()


description: The main function that will actually replicate actors. Called every server tick.

code: virtual int32 ServerReplicateActors ( float DeltaSeconds )


description: Called to associate a world with a rep driver. This will be called before InitForNetDriver

code: virtual void SetRepDriverWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual void SetRoleSwapOnReplicate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bSwapRoles )


className: UReplicationDriver

code: class UReplicationDriver : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Applies overrides from the command line.

code: void ApplyCommandlineOverrides()


description: Returns the runtime options for the specified type, typically you will make a non-templated overload of Get in your subclass.

code: template<typename TRuntimeOptionsSubclass> static const TRuntimeOptionsSubclass & Get()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Called from ReloadConfig after the object has reloaded its configuration data.

code: virtual void PostReloadConfig ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyThatWasLoaded )


code: void RegisterSupportedConsoleVariables ( bool bDuringReload )


className: URuntimeOptionsBase

description: You can also change the name of the ini file that settings are gathered from in your derived UCLASS() declaration

code: class URuntimeOptionsBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OptionCommandPrefix

type: FString

description: The command prefix for all options declared in a subclass (defaults to "ro", so a property named TestProp would be exposed as ro.TestProp)


code: UScene ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UScene

code: class UScene : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: UScriptViewportClient ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UScriptViewportClient

description: Base class for FViewportClients that are also UObjects

code: class UScriptViewportClient : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FCommonViewportClient](API\Runtime\Engine\FCommonViewportClient)


description: Adds the given node as a child node

code: void AddChildNode ( [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * InNode, bool bAddToAllNodes )


description: Find the index in the array of a SCS_Node entry

code: int32 FindMetaDataEntryIndexForKey ( [FName](API\Runtime\Core\UObject\FName) Key ) const


description:
Create the specified component on the actor, then call action on children
The new component instance that was created, or NULL on failure.

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ExecuteNodeOnActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * ParentComponent, const FTransform * RootTransform, const struct [FRotationConversionCache](API\Runtime\Engine\Engine\FRotationConversionCache) * RootRelativeRotationCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod )


description: Return the actual component template used in the BPGC. The template can be overridden in a child.

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetActualComponentTemplate ( class [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) * ActualBPGC ) const