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Class GameNetworkManagerSettings

Holds the settings for the AGameNetworkManager class.

Inheritance
System.Object
UObject
GameNetworkManagerSettings
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.EngineSettings
Assembly: UE4DotNet.dll
Syntax
public class GameNetworkManagerSettings : UObject

Properties

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BadPingThreshold

The point we determine the server is either delaying packets or has bad upstream.

Declaration
public int BadPingThreshold { get; set; }
Property Value
Type Description
System.Int32
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bIsStandbyCheckingEnabled

Declaration
public bool bIsStandbyCheckingEnabled { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static GameNetworkManagerSettings DefaultObject { get; }
Property Value
Type Description
GameNetworkManagerSettings
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JoinInProgressStandbyWaitTime

The amount of time to wait before checking a connection for standby issues.

Declaration
public float JoinInProgressStandbyWaitTime { get; set; }
Property Value
Type Description
System.Single
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MaxDynamicBandwidth

Maximum bandwidth dynamically set per connection.

Declaration
public int MaxDynamicBandwidth { get; set; }
Property Value
Type Description
System.Int32
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MinDynamicBandwidth

Minimum bandwidth dynamically set per connection.

Declaration
public int MinDynamicBandwidth { get; set; }
Property Value
Type Description
System.Int32
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PercentForBadPing

The percentage of clients with bad ping before triggering the standby code.

Declaration
public float PercentForBadPing { get; set; }
Property Value
Type Description
System.Single
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PercentMissingForRxStandby

The percentage of clients missing RX data before triggering the standby code.

Declaration
public float PercentMissingForRxStandby { get; set; }
Property Value
Type Description
System.Single
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PercentMissingForTxStandby

The percentage of clients missing TX data before triggering the standby code.

Declaration
public float PercentMissingForTxStandby { get; set; }
Property Value
Type Description
System.Single
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StandbyRxCheatTime

The amount of time without packets before triggering the cheat code.

Declaration
public float StandbyRxCheatTime { get; set; }
Property Value
Type Description
System.Single
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StandbyTxCheatTime

The amount of time without packets before triggering the cheat code.

Declaration
public float StandbyTxCheatTime { get; set; }
Property Value
Type Description
System.Single
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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TotalNetBandwidth

Total available bandwidth for listen server, split dynamically across net connections.

Declaration
public int TotalNetBandwidth { get; set; }
Property Value
Type Description
System.Int32

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static GameNetworkManagerSettings New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
GameNetworkManagerSettings

Operators

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Implicit(IntPtr to GameNetworkManagerSettings)

Convert from IntPtr to UObject

Declaration
public static implicit operator GameNetworkManagerSettings(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
GameNetworkManagerSettings
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