Night Sky Engine
A fighting game framework made in Unreal Engine
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ANetworkPawn Class Reference

#include <NetworkPawn.h>

Inheritance diagram for ANetworkPawn:
Collaboration diagram for ANetworkPawn:

Public Member Functions

 ANetworkPawn ()
virtual void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override
void ServerChecksumCheck (uint32 Checksum, int32 InFrame)
void ClientChecksumCheck (uint32 Checksum, int32 InFrame)
void ServerGetBattleData (FBattleData InBattleData, FNetworkMirror Mirror)
void ClientGetBattleData (FBattleData InBattleData, FNetworkMirror Mirror)
void ServerGetFinishedLoading (bool Finished)
void ServerGetCharaData (TArray< FPrimaryAssetId > Assets)
void ClientGetCharaData (TArray< FPrimaryAssetId > Assets)
void SendGgpoToServer (const TArray< int8 > &GgpoMessage)
void SendGgpoToClient (const TArray< int8 > &GgpoMessage)
void SendRematchToServer ()
void SendRematchToClient ()

Public Attributes

bool CharaDataReceived = false
bool bRematchAccepted = false
class AFighterMultiplayerRunnerFighterMultiplayerRunner = nullptr

Protected Member Functions

virtual void BeginPlay () override

Detailed Description

Definition at line 24 of file NetworkPawn.h.

Constructor & Destructor Documentation

◆ ANetworkPawn()

ANetworkPawn::ANetworkPawn ( )

Definition at line 15 of file NetworkPawn.cpp.

Member Function Documentation

◆ BeginPlay()

void ANetworkPawn::BeginPlay ( )
overrideprotectedvirtual

Definition at line 23 of file NetworkPawn.cpp.

◆ ClientChecksumCheck()

void ANetworkPawn::ClientChecksumCheck ( uint32 Checksum,
int32 InFrame )

◆ ClientGetBattleData()

void ANetworkPawn::ClientGetBattleData ( FBattleData InBattleData,
FNetworkMirror Mirror )

◆ ClientGetCharaData()

void ANetworkPawn::ClientGetCharaData ( TArray< FPrimaryAssetId > Assets)

Definition at line 47 of file NetworkPawn.cpp.

◆ GetLifetimeReplicatedProps()

void ANetworkPawn::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > & OutLifetimeProps) const
overridevirtual

Definition at line 28 of file NetworkPawn.cpp.

◆ SendGgpoToClient()

void ANetworkPawn::SendGgpoToClient ( const TArray< int8 > & GgpoMessage)

◆ SendGgpoToServer()

void ANetworkPawn::SendGgpoToServer ( const TArray< int8 > & GgpoMessage)

◆ SendRematchToClient()

void ANetworkPawn::SendRematchToClient ( )

◆ SendRematchToServer()

void ANetworkPawn::SendRematchToServer ( )

◆ ServerChecksumCheck()

void ANetworkPawn::ServerChecksumCheck ( uint32 Checksum,
int32 InFrame )

◆ ServerGetBattleData()

void ANetworkPawn::ServerGetBattleData ( FBattleData InBattleData,
FNetworkMirror Mirror )

◆ ServerGetCharaData()

void ANetworkPawn::ServerGetCharaData ( TArray< FPrimaryAssetId > Assets)

Definition at line 36 of file NetworkPawn.cpp.

◆ ServerGetFinishedLoading()

void ANetworkPawn::ServerGetFinishedLoading ( bool Finished)

Member Data Documentation

◆ bRematchAccepted

bool ANetworkPawn::bRematchAccepted = false

Definition at line 42 of file NetworkPawn.h.

◆ CharaDataReceived

bool ANetworkPawn::CharaDataReceived = false

Definition at line 40 of file NetworkPawn.h.

◆ FighterMultiplayerRunner

class AFighterMultiplayerRunner* ANetworkPawn::FighterMultiplayerRunner = nullptr

Definition at line 59 of file NetworkPawn.h.


The documentation for this class was generated from the following files:
  • C:/Users/wistf/Unreal Projects/NightSkyEngine/Source/NightSkyEngine/Network/NetworkPawn.h
  • C:/Users/wistf/Unreal Projects/NightSkyEngine/Source/NightSkyEngine/Network/NetworkPawn.cpp