UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSocketSubsystemModule Class Reference

#include <SocketSubsystemModule.h>

+ Inheritance diagram for FSocketSubsystemModule:

Public Member Functions

 FSocketSubsystemModule ()
 
virtual ~FSocketSubsystemModule ()
 
virtual class ISocketSubsystemGetSocketSubsystem (const FName InSubsystemName=NAME_None)
 
virtual void RegisterSocketSubsystem (const FName FactoryName, class ISocketSubsystem *Factory, bool bMakeDefault=false)
 
virtual void UnregisterSocketSubsystem (const FName FactoryName)
 
virtual void StartupModule () override
 
virtual void ShutdownModule () override
 
virtual bool SupportsDynamicReloading () override
 
virtual bool SupportsAutomaticShutdown () override
 
- Public Member Functions inherited from IModuleInterface
virtual ~IModuleInterface ()
 
virtual void PreUnloadCallback ()
 
virtual void PostLoadCallback ()
 
virtual bool IsGameModule () const
 

Detailed Description

Socket subsystem module class Wraps the loading of an socket subsystem by name and allows new services to register themselves for use

Constructor & Destructor Documentation

◆ FSocketSubsystemModule()

FSocketSubsystemModule::FSocketSubsystemModule ( )
inline

◆ ~FSocketSubsystemModule()

virtual FSocketSubsystemModule::~FSocketSubsystemModule ( )
inlinevirtual

Member Function Documentation

◆ GetSocketSubsystem()

ISocketSubsystem * FSocketSubsystemModule::GetSocketSubsystem ( const FName  InSubsystemName = NAME_None)
virtual

Main entry point for accessing a socket subsystem by name Will load the appropriate module if the subsystem isn't currently loaded It's possible that the subsystem doesn't exist and therefore can return NULL

Parameters
SubsystemName- name of subsystem as referenced by consumers
Returns
Requested socket subsystem, or NULL if that subsystem was unable to load or doesn't exist

◆ RegisterSocketSubsystem()

void FSocketSubsystemModule::RegisterSocketSubsystem ( const FName  FactoryName,
class ISocketSubsystem Factory,
bool  bMakeDefault = false 
)
virtual

Register a new socket subsystem interface with the base level factory provider

Parameters
FactoryName- name of subsystem as referenced by consumers
Factory- instantiation of the socket subsystem interface, this will take ownership
bMakeDefault- make this subsystem the default

◆ ShutdownModule()

void FSocketSubsystemModule::ShutdownModule ( )
overridevirtual

Called before the module is unloaded, right before the module object is destroyed. Overloaded to shut down all loaded online subsystems

Reimplemented from IModuleInterface.

◆ StartupModule()

void FSocketSubsystemModule::StartupModule ( )
overridevirtual

Called right after the module DLL has been loaded and the module object has been created Overloaded to allow the default subsystem a chance to load

Reimplemented from IModuleInterface.

◆ SupportsAutomaticShutdown()

virtual bool FSocketSubsystemModule::SupportsAutomaticShutdown ( )
inlineoverridevirtual

Override this to set whether your module would like cleanup on application shutdown

Returns
Whether the module supports shutdown on application exit

Reimplemented from IModuleInterface.

◆ SupportsDynamicReloading()

virtual bool FSocketSubsystemModule::SupportsDynamicReloading ( )
inlineoverridevirtual

Override this to set whether your module is allowed to be unloaded on the fly

Returns
Whether the module supports shutdown separate from the rest of the engine.

Reimplemented from IModuleInterface.

◆ UnregisterSocketSubsystem()

void FSocketSubsystemModule::UnregisterSocketSubsystem ( const FName  FactoryName)
virtual

Unregister an existing online subsystem interface from the base level factory provider

Parameters
FactoryName- name of subsystem as referenced by consumers

The documentation for this class was generated from the following files: