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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <EscalationStates.h>
Inheritance diagram for UE::Net::FEscalationManager:Public Member Functions | |
| FEscalationCounter & | GetFrameCounter (int32 CounterIndex) |
| NETCORE_API void | CheckQuotas () |
| NETCORE_API void | TickRealtime (double TimeSeconds) |
| bool | DoesRequireTick () const |
| NETCORE_API bool | IsDormant () const |
| NETCORE_API const UEscalationManagerConfig * | GetBaseConfig () const |
| NETCORE_API void | SetManagerContext (FString InManagerContext) |
| NETCORE_API void | SetNotifySeverityUpdate (FNotifySeverityUpdate &&InNotifySeverityUpdate) |
Friends | |
| template<typename , typename , typename > | |
| class | TEscalationManager |
Manages initialization/application of escalation states, and tracking various counters/timers used to calculate state change quotas/thresholds.
| void UE::Net::FEscalationManager::CheckQuotas | ( | ) |
Checks if any escalation quota's have been hit, and if so, updates/escalates the severity state
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| const UEscalationManagerConfig * UE::Net::FEscalationManager::GetBaseConfig | ( | ) | const |
Returns a reference to the BaseConfig object
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inline |
Accessor for the current frames counter (this is the primary place where counters are incremented).
| CounterTndex | The index of the counter |
| bool UE::Net::FEscalationManager::IsDormant | ( | ) | const |
Whether or not the current state is a dormant state, which does not require ticking
| void UE::Net::FEscalationManager::SetManagerContext | ( | FString | InManagerContext | ) |
Sets a new ManagerContext value
| void UE::Net::FEscalationManager::SetNotifySeverityUpdate | ( | FNotifySeverityUpdate && | InNotifySeverityUpdate | ) |
Sets a new NotifySeverityUpdate value
Ticks the escalation manager NOTE: This takes the current time, in seconds, rather than DeltaTime.
| TimeSeconds | The (can be approximate) current time |
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