UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FRPCAnalytics Struct Reference

#include <RPCDoSDetectionAnalytics.h>

Public Member Functions

bool operator== (const FRPCAnalytics &A) const
 
bool WithinMinAnalyticsThreshold () const
 

Public Attributes

FName RPCName
 
int32 MaxCountPerSec = 0
 
double MaxTimePerSec = 0.0
 
uint8 MaxTimeGameThreadCPU = 0
 
double MaxSinglePacketRPCTime = 0.0
 
int32 SinglePacketRPCCount = 0
 
uint8 SinglePacketGameThreadCPU = 0
 
int32 BlockedCount = 0
 
FString PlayerIP
 
FString PlayerUID
 

Detailed Description

Per-RPC analytics for any RPC Tracking that is active within the RPC DoS Detection instance.

Member Function Documentation

◆ operator==()

bool FRPCAnalytics::operator== ( const FRPCAnalytics A) const
inline

◆ WithinMinAnalyticsThreshold()

bool FRPCAnalytics::WithinMinAnalyticsThreshold ( ) const
inline

Whether or not the current RPC's analytics meet any of the minimum hardcoded thresholds, for inclusion in analytics.

Returns
Whether or not minimum analytics inclusion thresholds are met

Member Data Documentation

◆ BlockedCount

int32 FRPCAnalytics::BlockedCount = 0

Counts the total number of times calls to this RPC were blocked

◆ MaxCountPerSec

int32 FRPCAnalytics::MaxCountPerSec = 0

The maximum number of calls to the RPC per second

◆ MaxSinglePacketRPCTime

double FRPCAnalytics::MaxSinglePacketRPCTime = 0.0

The maximum amount of time spent executing a packet which contains only calls to this RPC

◆ MaxTimeGameThreadCPU

uint8 FRPCAnalytics::MaxTimeGameThreadCPU = 0

The Game Thread CPU Usage, at the approximate time that MaxTimePerSec was set (used to detect CPU Saturation, not RPC cost)

◆ MaxTimePerSec

double FRPCAnalytics::MaxTimePerSec = 0.0

The maximum amount of time spent executing the RPC per second (may be larger than a second, if an RPC is long-running)

◆ PlayerIP

FString FRPCAnalytics::PlayerIP

Aggregation variables The IP of the player

◆ PlayerUID

FString FRPCAnalytics::PlayerUID

The UID of the player

◆ RPCName

FName FRPCAnalytics::RPCName

The name of the RPC

◆ SinglePacketGameThreadCPU

uint8 FRPCAnalytics::SinglePacketGameThreadCPU = 0

The Game Thread CPU Usage, at the approximate time that MaxSinglePacketRPCTime was set (used to detect CPU Saturation, not RPC cost)

◆ SinglePacketRPCCount

int32 FRPCAnalytics::SinglePacketRPCCount = 0

The number of calls to this RPC within the packet, at the time that MaxSinglePacketRPCTime was set


The documentation for this struct was generated from the following file: