UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Net::Connection::Private Namespace Reference

Classes

struct  FValidateLevelVisibilityResult
 

Functions

const FValidateLevelVisibilityResult ValidateLevelVisibility (UWorld *World, const FUpdateLevelVisibilityLevelInfo &LevelVisibility)
 
int32 GetClockTimeMilliseconds (double ClockTimeInSeconds)
 
bool Add_DetectOverflow_Clamp (int64 Original, int64 Change, int32 &Result)
 
void TrackFlushedSubObject (FDormantObjectMap &InOutFlushedGuids, UObject *FlushedObject, const TSharedPtr< FNetGUIDCache > &GuidCache)
 
void FlushDormancyForSubObjects (UNetConnection *Connection, AActor *Actor, const UE::Net::FSubObjectRegistry &SubObjects, FDormantObjectMap &InOutFlushedGuids, const TStaticBitArray< COND_Max > &ConditionMap, const FNetConditionGroupManager *NetConditionGroupManager)
 

Variables

constexpr uint32 MaxJitterClockTimeValue = (1 << NetConnectionHelper::NumBitsForJitterClockTimeInHeader) - 1
 
constexpr int32 MaxJitterPrecisionInMS = 1000
 
constexpr double JitterNoiseReduction = 16.0
 
bool bGracefulCloseEnabled = true
 
FAutoConsoleVariableRef CVarNetGracefulCloseEnabled (TEXT("net.GracefulCloseEnabled"), bGracefulCloseEnabled, TEXT("If enabled, connections will wait for reliable bunches to be acked before cleaning up."))
 
int32 bTrackFlushedDormantObjects = true
 
FAutoConsoleVariableRef CVarNetTrackFlushedDormantObjects (TEXT("net.TrackFlushedDormantObjects"), bTrackFlushedDormantObjects, TEXT("If enabled, track dormant subobjects when dormancy is flushed, so they can be properly deleted if destroyed prior to the next ReplicateActor."))
 
int32 bEnableFlushDormantSubObjects = true
 
FAutoConsoleVariableRef CVarNetFlushDormantSubObjects (TEXT("net.EnableFlushDormantSubObjects"), bEnableFlushDormantSubObjects, TEXT("If enabled, FlushNetDormancy will flush replicated subobjects in addition to replicated components. Only applies to objects using the replicated subobject list."))
 
int32 bEnableFlushDormantSubObjectsCheckConditions = true
 
FAutoConsoleVariableRef CVarNetFlushDormantSubObjectsCheckConditions (TEXT("net.EnableFlushDormantSubObjectsCheckConditions"), bEnableFlushDormantSubObjectsCheckConditions, TEXT("If enabled, when net.EnableFlushDormantSubObjects is also true a dormancy flush will also check replicated subobject conditions"))
 
int32 bFlushDormancyUseDefaultStateForUnloadedLevels = true
 
FAutoConsoleVariableRef CVarFlushDormancyUseDefaultStateForUnloadedLevels (TEXT("net.FlushDormancyUseDefaultStateForUnloadedLevels"), bFlushDormancyUseDefaultStateForUnloadedLevels, TEXT("If enabled, dormancy flushing will init replicators with default object state if the client doesn't have the actor's level loaded."))
 

Function Documentation

◆ Add_DetectOverflow_Clamp()

bool UE::Net::Connection::Private::Add_DetectOverflow_Clamp ( int64  Original,
int64  Change,
int32 Result 
)

◆ FlushDormancyForSubObjects()

void UE::Net::Connection::Private::FlushDormancyForSubObjects ( UNetConnection Connection,
AActor Actor,
const UE::Net::FSubObjectRegistry SubObjects,
FDormantObjectMap InOutFlushedGuids,
const TStaticBitArray< COND_Max > &  ConditionMap,
const FNetConditionGroupManager NetConditionGroupManager 
)

◆ GetClockTimeMilliseconds()

int32 UE::Net::Connection::Private::GetClockTimeMilliseconds ( double  ClockTimeInSeconds)

Return the milliseconds of a ClockTime Ex: 3.45 seconds => 450 milliseconds

◆ TrackFlushedSubObject()

void UE::Net::Connection::Private::TrackFlushedSubObject ( FDormantObjectMap InOutFlushedGuids,
UObject FlushedObject,
const TSharedPtr< FNetGUIDCache > &  GuidCache 
)

◆ ValidateLevelVisibility()

const FValidateLevelVisibilityResult UE::Net::Connection::Private::ValidateLevelVisibility ( UWorld World,
const FUpdateLevelVisibilityLevelInfo LevelVisibility 
)

Variable Documentation

◆ bEnableFlushDormantSubObjects

int32 UE::Net::Connection::Private::bEnableFlushDormantSubObjects = true

◆ bEnableFlushDormantSubObjectsCheckConditions

int32 UE::Net::Connection::Private::bEnableFlushDormantSubObjectsCheckConditions = true

◆ bFlushDormancyUseDefaultStateForUnloadedLevels

int32 UE::Net::Connection::Private::bFlushDormancyUseDefaultStateForUnloadedLevels = true

◆ bGracefulCloseEnabled

bool UE::Net::Connection::Private::bGracefulCloseEnabled = true

◆ bTrackFlushedDormantObjects

int32 UE::Net::Connection::Private::bTrackFlushedDormantObjects = true

◆ CVarFlushDormancyUseDefaultStateForUnloadedLevels

FAutoConsoleVariableRef UE::Net::Connection::Private::CVarFlushDormancyUseDefaultStateForUnloadedLevels(TEXT("net.FlushDormancyUseDefaultStateForUnloadedLevels"), bFlushDormancyUseDefaultStateForUnloadedLevels, TEXT("If enabled, dormancy flushing will init replicators with default object state if the client doesn't have the actor's level loaded.")) ( TEXT("net.FlushDormancyUseDefaultStateForUnloadedLevels")  ,
bFlushDormancyUseDefaultStateForUnloadedLevels  ,
TEXT("If enabled, dormancy flushing will init replicators with default object state if the client doesn't have the actor's level loaded.")   
)

◆ CVarNetFlushDormantSubObjects

FAutoConsoleVariableRef UE::Net::Connection::Private::CVarNetFlushDormantSubObjects(TEXT("net.EnableFlushDormantSubObjects"), bEnableFlushDormantSubObjects, TEXT("If enabled, FlushNetDormancy will flush replicated subobjects in addition to replicated components. Only applies to objects using the replicated subobject list.")) ( TEXT("net.EnableFlushDormantSubObjects")  ,
bEnableFlushDormantSubObjects  ,
TEXT("If enabled, FlushNetDormancy will flush replicated subobjects in addition to replicated components. Only applies to objects using the replicated subobject list.")   
)

◆ CVarNetFlushDormantSubObjectsCheckConditions

FAutoConsoleVariableRef UE::Net::Connection::Private::CVarNetFlushDormantSubObjectsCheckConditions(TEXT("net.EnableFlushDormantSubObjectsCheckConditions"), bEnableFlushDormantSubObjectsCheckConditions, TEXT("If enabled, when net.EnableFlushDormantSubObjects is also true a dormancy flush will also check replicated subobject conditions")) ( TEXT("net.EnableFlushDormantSubObjectsCheckConditions")  ,
bEnableFlushDormantSubObjectsCheckConditions  ,
TEXT("If enabled, when net.EnableFlushDormantSubObjects is also true a dormancy flush will also check replicated subobject conditions"  
)

◆ CVarNetGracefulCloseEnabled

FAutoConsoleVariableRef UE::Net::Connection::Private::CVarNetGracefulCloseEnabled(TEXT("net.GracefulCloseEnabled"), bGracefulCloseEnabled, TEXT("If enabled, connections will wait for reliable bunches to be acked before cleaning up.")) ( TEXT("net.GracefulCloseEnabled")  ,
bGracefulCloseEnabled  ,
TEXT("If enabled, connections will wait for reliable bunches to be acked before cleaning up.")   
)

◆ CVarNetTrackFlushedDormantObjects

FAutoConsoleVariableRef UE::Net::Connection::Private::CVarNetTrackFlushedDormantObjects(TEXT("net.TrackFlushedDormantObjects"), bTrackFlushedDormantObjects, TEXT("If enabled, track dormant subobjects when dormancy is flushed, so they can be properly deleted if destroyed prior to the next ReplicateActor.")) ( TEXT("net.TrackFlushedDormantObjects")  ,
bTrackFlushedDormantObjects  ,
TEXT("If enabled, track dormant subobjects when dormancy is flushed, so they can be properly deleted if destroyed prior to the next ReplicateActor.")   
)

◆ JitterNoiseReduction

constexpr double UE::Net::Connection::Private::JitterNoiseReduction = 16.0
constexpr

Used to reduce the impact on the average jitter of a divergent value

◆ MaxJitterClockTimeValue

constexpr uint32 UE::Net::Connection::Private::MaxJitterClockTimeValue = (1 << NetConnectionHelper::NumBitsForJitterClockTimeInHeader) - 1
constexpr

Maximum possible clock time value with available bits. If that value is sent than the jitter clock time is ignored

◆ MaxJitterPrecisionInMS

constexpr int32 UE::Net::Connection::Private::MaxJitterPrecisionInMS = 1000
constexpr

Maximum possible precision of the jitter stat. Set to 1 second since we only send the milliseconds of the local clock time