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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ConnectionHandle.h>
Public Member Functions | |
| FConnectionHandle ()=default | |
| FConnectionHandle (uint32 InParentConnectionId) | |
| FConnectionHandle (uint32 InParentConnectionId, uint32 InChildConnectionId) | |
| bool | operator== (const FConnectionHandle &Other) const |
| bool | IsValid () const |
| bool | IsParentConnection () const |
| bool | IsChildConnection () const |
| uint32 | GetParentConnectionId () const |
| uint32 | GetChildConnectionId () const |
Friends | |
| uint32 | GetTypeHash (const FConnectionHandle &Handle) |
The handle is unique per netdriver. The child connection ID is not unique with respect to other handles with a different parent connection ID. Child connection are not assigned proper connection IDs as we will never replicate to them. Only parent connections will be replicated to. When there is need to deal with child connections in replication scenarios the ConnectionHandle can aid with that.
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inlinedefault |
Initializes an invalid handle.
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inlineexplicit |
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inline |
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inline |
Returns a non-zero ID for a valid child connection handle, zero for parent connections and invalid handles.
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inline |
Returns the parent connection id for all types of valid handles.
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inline |
Returns true if the handle is valid and represents a child connection.
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inline |
Returns true if the handle is valid and represents a parent connection.
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inline |
Returns true if this is a valid handle.
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inline |
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friend |