![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
Inheritance diagram for FMessagingRpcModule:Public Member Functions | |
| virtual TSharedRef< IMessageRpcClient > | CreateRpcClient () override |
| virtual TSharedRef< IMessageRpcClient > | CreateRpcClient (const FString &DebugName, const TSharedRef< IMessageBus, ESPMode::ThreadSafe > &MessageBus) override |
| virtual TSharedRef< IMessageRpcServer > | CreateRpcServer () override |
| virtual TSharedRef< IMessageRpcServer > | CreateRpcServer (const FString &DebugName, const TSharedRef< IMessageBus, ESPMode::ThreadSafe > &MessageBus) override |
| virtual void | StartupModule () override |
| virtual void | ShutdownModule () override |
| virtual bool | SupportsDynamicReloading () override |
Public Member Functions inherited from IMessagingRpcModule | |
| virtual | ~IMessagingRpcModule () |
Public Member Functions inherited from IModuleInterface | |
| virtual | ~IModuleInterface () |
| virtual void | PreUnloadCallback () |
| virtual void | PostLoadCallback () |
| virtual bool | SupportsAutomaticShutdown () |
| virtual bool | IsGameModule () const |
Implements the MessagingRpc module.
|
inlineoverridevirtual |
|
inlineoverridevirtual |
Create a client for remote procedure calls.
| DebugName | The RPC client's endpoint debug name. |
| MessageBus | The RPC client's endpoint message bus. |
Implements IMessagingRpcModule.
|
inlineoverridevirtual |
|
inlineoverridevirtual |
Create a server for remote procedure calls.
| DebugName | The RPC server's endpoint debug name. |
| MessageBus | The RPC server's endpoint message bus. |
Implements IMessagingRpcModule.
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finish StartupModule(). This means that, as long as a module references dependent modules in it's StartupModule(), it can safely reference those dependencies in ShutdownModule() as well.
Reimplemented from IModuleInterface.
Called right after the module DLL has been loaded and the module object has been created Load dependent modules here, and they will be guaranteed to be available during ShutdownModule. ie:
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
Reimplemented from IModuleInterface.
Override this to set whether your module is allowed to be unloaded on the fly
Reimplemented from IModuleInterface.