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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>
Inheritance diagram for FRPCDoSAnalyticsData:Public Attributes | |
| FGetWorld | WorldFunc |
| int8 | WorstAnalyticsState = 0 |
RPC DoS Detection implementation for basic aggregated net analytics data
| void FRPCDoSAnalyticsData::FireEvent_ServerRPCDoSEscalation | ( | int32 | SeverityIndex, |
| const FString & | SeverityCategory, | ||
| int32 | WorstCountPerSec, | ||
| double | WorstTimePerSec, | ||
| const FString & | InPlayerIP, | ||
| const FString & | InPlayerUID, | ||
| const TArray< FName > & | InRPCGroup, | ||
| double | InRPCGroupTime = 0.0 |
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| ) |
Triggers RPC DoS Escalation analytics. This code is separate to the RPC DoS Analytics aggregation, but is implemented here to keep the RPC DoS analytics in one place.
| SeverityIndex | The numeric value of the RPC DoS severity category, that the NetDriver escalated to |
| SeverityCategory | The name of the RPC DoS severity category, that the NetDriver escalated to |
| WorstCountPerSec | The worst per second RPC execution count that may have triggered this escalation |
| WorstTimePerSec | The worst per second RPC execution time that may have triggered this escalation (for ranking) |
| InPlayerIP | The IP of the player |
| InPlayerUID | The UID of the player @apram InRPCGroup Lists lightweight tracking RPC's contributing to escalation, which couldn't be individually timed |
| InRPCGroupTime | The amount of time the whole RPC group spent executing |
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overridevirtual |
Implements FNetAnalyticsData.
| FGetWorld FRPCDoSAnalyticsData::WorldFunc |
Callback used for getting the current World the NetDriver and RPC DoS Detection is associated with
| int8 FRPCDoSAnalyticsData::WorstAnalyticsState = 0 |
The worst RPC DoS severity state that has been active and passed confirmation thresholds - mirrors RPCDosDetection.WorstAnalyticsState