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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 |
Per-RPC analytics for any RPC Tracking that is active within the RPC DoS Detection instance.
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Whether or not the current RPC's analytics meet any of the minimum hardcoded thresholds, for inclusion in analytics.
| int32 FRPCAnalytics::BlockedCount = 0 |
Counts the total number of times calls to this RPC were blocked
| int32 FRPCAnalytics::MaxCountPerSec = 0 |
The maximum number of calls to the RPC per second
| double FRPCAnalytics::MaxSinglePacketRPCTime = 0.0 |
The maximum amount of time spent executing a packet which contains only calls to this RPC
| 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)
| 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)
| FString FRPCAnalytics::PlayerIP |
Aggregation variables The IP of the player
| FString FRPCAnalytics::PlayerUID |
The UID of the player
| FName FRPCAnalytics::RPCName |
The name of the RPC
| 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)
| int32 FRPCAnalytics::SinglePacketRPCCount = 0 |
The number of calls to this RPC within the packet, at the time that MaxSinglePacketRPCTime was set