AllowPeerVoice

AllowPeerVoice

#Overview

name: AllowPeerVoice

The value of this variable can be defined or overridden in .ini config files. 2 .ini config files referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:1629, section: [/Script/OnlineSubsystemUtils.IpNetDriver]

Location: <Workspace>/Engine/Plugins/Experimental/WebSocketNetworking/Config/BaseWebSocketNetDriver.ini:9, section: [/Script/WebSocketNetworking.WebSocketNetDriver]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/NetConnection.cpp:4895

Scope (from outer to inner):

file
function     bool UNetConnection::ShouldReplicateVoicePacketFrom

Source code excerpt:

		if (Sender.IsValid() &&
			// Determine if the server should ignore replication of voice packets that are already handled by a peer connection
			//(!Driver->AllowPeerVoice || !Actor->HasPeerConnection(Sender)) &&
			// Determine if the sender was muted for the local player 
			PlayerController->IsPlayerMuted(Sender) == false)
		{
			// The parent wants to allow, but see if any child connections want to mute
			for (int32 Index = 0; Index < Children.Num(); Index++)
			{

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/NetDriver.cpp:1348

Scope (from outer to inner):

file
function     void UNetDriver::ReplicateVoicePacket

Source code excerpt:

			const bool bReplicateAsServer = !bIsPeer && Conn->ShouldReplicateVoicePacketFrom(*VoicePacket->GetSender());
			// If client peer then determine if it should send the voice packet to another client peer
			//const bool bReplicateAsPeer = (bIsPeer && AllowPeerVoice) && Conn->ShouldReplicateVoicePacketToPeer(Conn->PlayerId);

			if (bReplicateAsServer)// || bReplicateAsPeer)
			{
				UVoiceChannel* VoiceChannel = Conn->GetVoiceChannel();
				if (VoiceChannel != NULL)
				{