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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <Icmp.h>
Static Public Member Functions | |
| static ICMP_API void | UDPEcho (const FString &TargetAddress, float Timeout, FIcmpEchoResultCallback HandleResult) |
| static void | UDPEcho (const FString &TargetAddress, float Timeout, FIcmpEchoResultDelegate ResultDelegate) |
| static ICMP_API void | UDPEchoMany (const TArray< FIcmpTarget > &Targets, float Timeout, FIcmpEchoManyCompleteCallback CompletionCallback) |
| static ICMP_API void | UDPEchoMany (const TArray< FIcmpTarget > &Targets, float Timeout, FIcmpEchoManyCompleteDelegate CompletionDelegate) |
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static |
Send an ICMP echo packet and wait for a reply.
The name resolution and ping send/receive will happen on a separate thread. The third argument is a callback function that will be invoked on the game thread after the a reply has been received from the target address, the timeout has expired, or if there was an error resolving the address or delivering the ICMP message to it.
Multiple pings can be issued concurrently and this function will ensure they're executed in turn in order not to mix ping replies from different nodes.
| TargetAddress | the target address to ping |
| Timeout | max time to wait for a reply |
| HandleResult | a callback function that will be called when the result is ready |
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inlinestatic |
Send an ICMP echo packet and wait for a reply.
This is a wrapper around the above function, taking a delegate instead of a function argument.
| TargetAddress | the target address to ping |
| Timeout | max time to wait for a reply |
| ResultDelegate | a delegate that will be called when the result is ready |
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static |
Send multiple ICMP echo packets and wait for replies.
Creates a new thread in which name resolution and ping send/receive are handled for all supplied target addresses. These are non-blocking requests, sent and received on a single network socket.
The third argument is a callback function that will be invoked on the game thread after all replies are received, timed out, or otherwise terminated (e.g. remote address could not be resolved, host unreachable, send failed, etc.). It passes a FIcmpEchoManyCompleteResult instance, containing the overall completion status, and the ping results obtained so far for all of the supplied targets.
| Targets | the target addresses to ping |
| Timeout | max time to wait for a replies |
| CompletionCallback | callback function that is invoked when the final results are ready |
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static |
Send multiple ICMP echo packets and wait for replies.
Creates a new thread in which name resolution and ping send/receive are handled for all supplied target addresses. These are non-blocking requests, sent and received on a single network socket.
The third argument is a callback function that will be invoked on the game thread after all replies are received, timed out, or otherwise terminated (e.g. remote address could not be resolved, host unreachable, send failed, etc.). It passes a FIcmpEchoManyCompleteResult instance, containing the overall completion status, and the ping results obtained so far for all of the supplied targets.
| Targets | the target addresses to ping |
| Timeout | max time to wait for a replies |
| CompletionDelegate | delegate that is invoked when the final results are ready |