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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <DirectLinkStreamSender.h>
Inheritance diagram for DirectLink::FStreamSender:Public Member Functions | |
| FStreamSender (TSharedPtr< FMessageEndpoint, ESPMode::ThreadSafe > ThisEndpoint, const FMessageAddress &DestinationAddress, FStreamPort ReceiverStreamPort) | |
| ~FStreamSender () | |
| virtual void | SetSceneSnapshot (TSharedPtr< FSceneSnapshot > SceneSnapshot) override |
| virtual void | Tick (double Now_s) override |
| virtual void | HandleHaveListMessage (const FDirectLinkMsg_HaveListMessage &Message) override |
| virtual FCommunicationStatus | GetCommunicationStatus () const override |
Public Member Functions inherited from DirectLink::IStreamSender | |
| virtual | ~IStreamSender ()=default |
| virtual void | HandleHaveListMessage (const struct FDirectLinkMsg_HaveListMessage &Message)=0 |
Public Member Functions inherited from DirectLink::IStreamCommunicationInterface | |
| virtual | ~IStreamCommunicationInterface ()=default |
This is used to sync a Stream over MessageBus. See also: FStreamReceiver
It keeps an Hash table of what the remote receiver already have, and diff with that. There is no handling of bad connection in this class. We accept arbitrary delays that can arise with remote slow operation (file load, breakpoint...). Some requests messages can be sent multiple times though, but with a unique 'SyncCycle' value so that the receiver is able to ignore duplicated requests.
| DirectLink::FStreamSender::FStreamSender | ( | TSharedPtr< FMessageEndpoint, ESPMode::ThreadSafe > | ThisEndpoint, |
| const FMessageAddress & | DestinationAddress, | ||
| FStreamPort | ReceiverStreamPort | ||
| ) |
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default |
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inlineoverridevirtual |
Implements DirectLink::IStreamCommunicationInterface.
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overridevirtual |
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overridevirtual |
Implements DirectLink::IStreamSender.
Reimplemented from DirectLink::IStreamCommunicationInterface.