ConnectionType
ConnectionType
#Overview
name: ConnectionType
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 37
C++ source files. Also referenced in 1
C# build file meaning it may affect the build system logic.
#Summary
#Usage in the C++ source code
The purpose of ConnectionType is to represent different types of connections or interfaces in various Unreal Engine subsystems and modules. It is used in different contexts throughout the engine, including:
-
Network connectivity: To represent different types of network connections (e.g., WiFi, WiMAX, None) in the Android platform code.
-
Material graph connections: To define the type of connection between nodes in the material editor graph.
-
Device connections: To specify the type of connection for target devices in the device services system.
-
Online subsystem: To represent the connection status in the Common User subsystem.
-
Data flow and geometry processing: To define connection types in geometry scripting and data flow systems.
The ConnectionType variable is used in various Unreal Engine subsystems, plugins, and modules, including:
- Android platform-specific code
- Material editor
- Target Device Services
- Common User subsystem
- Geometry Scripting
- Data Flow Editor
- Install Bundle Manager
The value of ConnectionType is typically set based on the context in which it’s used. For example:
- In network-related code, it’s set based on the current network connection type.
- In material graphs, it’s set based on the type of data being passed between nodes.
- In device services, it’s set based on how the target device is connected (e.g., USB, network, simulator).
ConnectionType often interacts with other variables and systems to determine behavior or capabilities. For example:
- In network code, it may affect whether certain network operations are allowed.
- In material graphs, it influences how data is passed between nodes and how the graph is visualized.
- In device services, it may determine what operations are available for a given device.
Developers should be aware that:
- The meaning of ConnectionType can vary depending on the context in which it’s used.
- It may affect system behavior, performance, or available features.
- Some connection types may have specific requirements or limitations.
Best practices when using ConnectionType include:
- Always check the documentation for the specific system you’re working with to understand the meaning and implications of different connection types.
- Handle all possible connection types in your code to ensure robustness.
- Consider connection type when designing systems that may need to work across different platforms or network conditions.
- Use appropriate error handling and fallback mechanisms for unsupported or unexpected connection types.
#Setting Variables
#References In INI files
Location: <Workspace>/Projects/Lyra/Config/DefaultEngine.ini:376, section: [/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
- INI Section:
/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings
- Raw value:
USBOnly
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Animation/LiveLink/Source/LiveLinkGraphNode/Private/K2Node_EvaluateLiveLinkFrame.cpp:156
Scope (from outer to inner):
file
function bool UK2Node_EvaluateLiveLinkFrame::IsConnectionDisallowed
Source code excerpt:
{
bDisallowed = false;
if (UScriptStruct* ConnectionType = Cast<UScriptStruct>(OtherPin->PinType.PinSubCategoryObject.Get()))
{
bDisallowed = GetLiveLinkRoleOutputStructType() != ConnectionType;
}
}
else if (OtherPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Wildcard)
{
bDisallowed = false;
}
#Loc: <Workspace>/Engine/Plugins/ChaosClothAssetEditor/Source/ChaosClothAssetEditor/Private/ChaosClothAsset/ClothEditorMode.cpp:227
Scope (from outer to inner):
file
function void UChaosClothAssetEditorMode::RegisterAddNodeCommand
lambda-function
Source code excerpt:
auto AddNode = [this](const FName& NewNodeType)
{
const FName ConnectionType = FManagedArrayCollection::StaticType();
const FName ConnectionName("Collection");
UEdGraphNode* const CurrentlySelectedNode = GetSingleSelectedNodeWithOutputType(ConnectionType);
checkf(CurrentlySelectedNode, TEXT("No node with FManagedArrayCollection output is currently selected in the Dataflow graph"));
const UEdGraphNode* const NewNode = CreateAndConnectNewNode(NewNodeType, *CurrentlySelectedNode, ConnectionType, ConnectionName);
verifyf(NewNode, TEXT("Failed to create a new node: %s"), *NewNodeType.ToString());
StartToolForSelectedNode(NewNode);
};
auto CanAddNode = [this](const FName& NewNodeType) -> bool
#Loc: <Workspace>/Engine/Plugins/Enterprise/MDLImporter/Source/MDLImporter/Private/generator/MaterialExpressionConnection.h:109
Scope (from outer to inner):
file
namespace Generator
function EConnectionType GetConnectionType
Source code excerpt:
EConnectionType GetConnectionType() const
{
return ConnectionType;
}
// Get expression without incrementing usage count
UMaterialExpression* GetMaterialExpression() const
{
return ExpressionData.GetMaterialExpression();
#Loc: <Workspace>/Engine/Plugins/Enterprise/MDLImporter/Source/MDLImporter/Private/generator/MaterialExpressionConnection.h:120
Scope (from outer to inner):
file
namespace Generator
function bool HasExpression
Source code excerpt:
bool HasExpression() const
{
return (ConnectionType == Expression) && GetMaterialExpression();
}
bool IsExpressionWithoutExpression() const
{
return (ConnectionType == Expression) && !GetMaterialExpression();
}
template<typename ExpressionType>
bool IsExpressionA() const
{
return GetMaterialExpression()->IsA<ExpressionType>();
#Loc: <Workspace>/Engine/Plugins/Enterprise/MDLImporter/Source/MDLImporter/Private/generator/MaterialExpressionConnection.h:213
Scope (from outer to inner):
file
namespace Generator
Source code excerpt:
private:
EConnectionType ConnectionType;
FData ExpressionData;
FData TextureSelectionData[3];
union
{
bool bValue;
#Loc: <Workspace>/Engine/Plugins/Enterprise/MDLImporter/Source/MDLImporter/Private/generator/MaterialExpressionConnection.h:338
Scope (from outer to inner):
file
namespace Generator
function inline FMaterialExpressionConnection::FMaterialExpressionConnection
Source code excerpt:
inline FMaterialExpressionConnection::FMaterialExpressionConnection()
: ConnectionType(EConnectionType::Expression)
, ExpressionData(nullptr, 0, true)
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(UMaterialExpression* Expression)
: ConnectionType(EConnectionType::Expression)
, ExpressionData(Expression, 0, false)
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(FMaterialExpressionHandle ExpressionHandle,
int32 OutputIndex /*= 0*/,
bool bIsDefault /*= false*/)
: ConnectionType(EConnectionType::Expression)
, ExpressionData(ExpressionHandle, OutputIndex, bIsDefault)
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(bool bValue)
: ConnectionType(EConnectionType::Boolean)
, bValue(bValue)
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(int Value)
: ConnectionType(EConnectionType::Float)
, Values {static_cast<float>(Value), 0.0f, 0.0f, 0.0f}
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(float Value)
: ConnectionType(EConnectionType::Float)
, Values {Value, 0.0f, 0.0f, 0.0f}
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(float Value0, float Value1)
: ConnectionType(EConnectionType::Float2)
, Values {Value0, Value1, 0.0f, 0.0f}
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(float Value0, float Value1, float Value2)
: ConnectionType(EConnectionType::Float3)
, Values {Value0, Value1, Value2, 0.0f}
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(float Value0, float Value1, float Value2, float Value3)
: ConnectionType(EConnectionType::Float4)
, Values {Value0, Value1, Value2, Value3}
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(double Value)
: ConnectionType(EConnectionType::Float)
, Values {static_cast<float>(Value), 0.0f, 0.0f, 0.0f}
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(UTexture* Texture)
: ConnectionType(EConnectionType::Texture)
, Texture(Texture)
{
}
inline FMaterialExpressionConnection::FMaterialExpressionConnection(const FData& Value, const FData& True, const FData& False)
: ConnectionType(EConnectionType::TextureSelection)
{
TextureSelectionData[0] = Value;
TextureSelectionData[1] = True;
TextureSelectionData[2] = False;
}
inline bool FMaterialExpressionConnection::operator!=(const FMaterialExpressionConnection& rhs)
{
return (ConnectionType != rhs.ConnectionType) ||
((ConnectionType == EConnectionType::Expression) && (ExpressionData != rhs.ExpressionData)) ||
((ConnectionType == EConnectionType::Boolean) && (bValue != rhs.bValue)) ||
((ConnectionType == EConnectionType::Float) && (Values[0] != rhs.Values[0])) ||
((ConnectionType == EConnectionType::Float2) && ((Values[0] != rhs.Values[0]) || (Values[1] != rhs.Values[1]))) ||
((ConnectionType == EConnectionType::Float3) &&
((Values[0] != rhs.Values[0]) || (Values[1] != rhs.Values[1]) || (Values[2] != rhs.Values[2]))) ||
((ConnectionType == EConnectionType::Float4) &&
((Values[0] != rhs.Values[0]) || (Values[1] != rhs.Values[1]) || (Values[2] != rhs.Values[2]) || (Values[3] != rhs.Values[3]))) ||
((ConnectionType == EConnectionType::Texture) && (Texture != rhs.Texture)) ||
((ConnectionType == EConnectionType::TextureSelection) &&
((TextureSelectionData[0] != rhs.TextureSelectionData[0]) || (TextureSelectionData[1] != rhs.TextureSelectionData[1]) ||
(TextureSelectionData[2] != rhs.TextureSelectionData[2])));
}
inline FMaterialExpressionConnection::FData::FData()
: Index(0)
#Loc: <Workspace>/Engine/Plugins/Experimental/Dataflow/Source/DataflowEditor/Private/Dataflow/DataflowEditorMode.cpp:160
Scope (from outer to inner):
file
function void UDataflowEditorMode::RegisterAddNodeCommand
lambda-function
Source code excerpt:
auto AddNode = [this](const FName& NewNodeType)
{
const FName ConnectionType = FManagedArrayCollection::StaticType();
const FName ConnectionName("Collection");
UEdGraphNode* const CurrentlySelectedNode = GetSingleSelectedNodeWithOutputType(ConnectionType);
checkf(CurrentlySelectedNode, TEXT("No node with FManagedArrayCollection output is currently selected in the Dataflow graph"));
const UEdGraphNode* const NewNode = CreateAndConnectNewNode(NewNodeType, *CurrentlySelectedNode, ConnectionType, ConnectionName);
verifyf(NewNode, TEXT("Failed to create a new node: %s"), *NewNodeType.ToString());
StartToolForSelectedNode(NewNode);
};
auto CanAddNode = [this](const FName& NewNodeType) -> bool
#Loc: <Workspace>/Engine/Plugins/Online/Android/AndroidFetchBackgroundDownload/Source/AndroidFetchBackgroundDownload/Private/AndroidPlatformBackgroundHttpManager.cpp:1172
Scope (from outer to inner):
file
function void FAndroidPlatformBackgroundHttpManager::OnNetworkConnectionChanged
Source code excerpt:
}
void FAndroidPlatformBackgroundHttpManager::OnNetworkConnectionChanged(ENetworkConnectionType ConnectionType)
{
bool bNewNetworkConnected = GetNetworkConnected();
if (bNewNetworkConnected != bNetworkConnected)
{
bNetworkConnected = bNewNetworkConnected;
#Loc: <Workspace>/Engine/Plugins/Online/Android/AndroidFetchBackgroundDownload/Source/AndroidFetchBackgroundDownload/Private/AndroidPlatformBackgroundHttpManager.cpp:1183
Scope (from outer to inner):
file
function void FAndroidPlatformBackgroundHttpManager::OnNetworkConnectionChanged
Source code excerpt:
//On reconnecting to the network flag our worker to force requeue to make sure our work is continued
//Don't requeue the worker if there is no Internet.
if (ConnectionType != ENetworkConnectionType::None)
{
FPlatformAtomics::InterlockedExchange(&bShouldForceWorkerRequeue, true);
}
}
}
#Loc: <Workspace>/Engine/Plugins/Online/Android/AndroidFetchBackgroundDownload/Source/AndroidFetchBackgroundDownload/Public/AndroidPlatformBackgroundHttpManager.h:124
Scope (from outer to inner):
file
class class FAndroidPlatformBackgroundHttpManager : public FBackgroundHttpManagerImpl
Source code excerpt:
void HandleRequestsWaitingOnJavaThreadsafety();
void OnNetworkConnectionChanged(ENetworkConnectionType ConnectionType);
FDelegateHandle OnNetworkConnectionChangedDelegateHandle;
protected:
//Used to determine the state of AndroidBackgroundHTTP in our configrules
enum class EAndroidBackgroundDownloadConfigRulesSetting : uint8
{
#Loc: <Workspace>/Engine/Plugins/Runtime/AndroidFileServer/Source/AndroidFileServerEditor/Private/AndroidFileServerRuntimeSettings.cpp:18
Scope (from outer to inner):
file
function UAndroidFileServerRuntimeSettings::UAndroidFileServerRuntimeSettings
Source code excerpt:
, bLogFiles(false)
, bReportStats(false)
, ConnectionType(EAFSConnectionType::USBOnly)
, bUseManualIPAddress(false)
, ManualIPAddress(TEXT(""))
{
}
void UAndroidFileServerRuntimeSettings::PostInitProperties()
#Loc: <Workspace>/Engine/Plugins/Runtime/AndroidFileServer/Source/AndroidFileServerEditor/Public/AndroidFileServerRuntimeSettings.h:63
Scope (from outer to inner):
file
class class UAndroidFileServerRuntimeSettings : public UObject
Source code excerpt:
// How to connect to file server (USB cable, Network, or combined)
UPROPERTY(EditAnywhere, config, Category = Connection, Meta=(EditCondition = "bEnablePlugin"))
TEnumAsByte<EAFSConnectionType::Type> ConnectionType;
// Use manual IP address instead of automatic query from device (only for single device deploys!)
UPROPERTY(EditAnywhere, config, Category = Connection, Meta=(EditCondition = "ConnectionType == EAFSConnectionType::NetworkOnly || ConnectionType == EAFSConnectionType::Combined"), Meta=(DisplayName = "Use Manual IP Address?"))
bool bUseManualIPAddress;
// IP address of device to use
#Loc: <Workspace>/Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Private/MeshSelectionFunctions.cpp:752
Scope (from outer to inner):
file
function UDynamicMesh* UGeometryScriptLibrary_MeshSelectionFunctions::ExpandMeshSelectionToConnected
Source code excerpt:
FGeometryScriptMeshSelection Selection,
FGeometryScriptMeshSelection& NewSelection,
EGeometryScriptTopologyConnectionType ConnectionType)
{
if (TargetMesh == nullptr)
{
UE_LOG(LogGeometry, Warning, TEXT("ExpandMeshSelectionToConnected: TargetMesh is Null"));
return TargetMesh;
}
#Loc: <Workspace>/Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Private/MeshSelectionFunctions.cpp:773
Scope (from outer to inner):
file
function UDynamicMesh* UGeometryScriptLibrary_MeshSelectionFunctions::ExpandMeshSelectionToConnected
Source code excerpt:
if (Selection.GetSelectionType() == EGeometryScriptMeshSelectionType::Polygroups &&
ConnectionType == EGeometryScriptTopologyConnectionType::Polygroup)
{
UE_LOG(LogGeometry, Warning, TEXT("ExpandMeshSelectionToConnected: Expanding Polygroup Selection to Connected Polygroups will not change selection"));
NewSelection.SetSelection(Selection); // this setup makes no sense
return TargetMesh;
}
#Loc: <Workspace>/Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Private/MeshSelectionFunctions.cpp:788
Scope (from outer to inner):
file
function UDynamicMesh* UGeometryScriptLibrary_MeshSelectionFunctions::ExpandMeshSelectionToConnected
Source code excerpt:
TSet<int32> ResultTriangles;
if (ConnectionType == EGeometryScriptTopologyConnectionType::Geometric)
{
TargetMesh->ProcessMesh([&](const FDynamicMesh3& ReadMesh)
{
FMeshConnectedComponents::GrowToConnectedTriangles(&ReadMesh, CurTriangles, ResultTriangles, nullptr, [](int32, int32) { return true; });
});
}
else if (ConnectionType == EGeometryScriptTopologyConnectionType::Polygroup)
{
TargetMesh->ProcessMesh([&](const FDynamicMesh3& ReadMesh)
{
FMeshConnectedComponents::GrowToConnectedTriangles(&ReadMesh, CurTriangles, ResultTriangles, nullptr,
[&](int32 FromTriID, int32 ToTriID) {
return ReadMesh.GetTriangleGroup(FromTriID) == ReadMesh.GetTriangleGroup(ToTriID);
#Loc: <Workspace>/Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Private/MeshSelectionFunctions.cpp:805
Scope (from outer to inner):
file
function UDynamicMesh* UGeometryScriptLibrary_MeshSelectionFunctions::ExpandMeshSelectionToConnected
Source code excerpt:
});
}
else if (ConnectionType == EGeometryScriptTopologyConnectionType::MaterialID)
{
TargetMesh->ProcessMesh([&](const FDynamicMesh3& ReadMesh)
{
if (ReadMesh.HasAttributes() && ReadMesh.Attributes()->GetMaterialID() != nullptr)
{
const FDynamicMeshMaterialAttribute* MaterialID = ReadMesh.Attributes()->GetMaterialID();
#Loc: <Workspace>/Engine/Plugins/Runtime/GeometryScripting/Source/GeometryScriptingCore/Public/GeometryScript/MeshSelectionFunctions.h:265
Scope (from outer to inner):
file
function class GEOMETRYSCRIPTINGCORE_API UGeometryScriptLibrary_MeshSelectionFunctions : public UBlueprintFunctionLibrary { GENERATED_BODY
Source code excerpt:
/**
* Expand the Selection on the TargetMesh to connected regions and return the NewSelection
* @param ConnectionType defines what "connected" means, ie purely geometric connection, or some additional constraint like same MaterialIDs/etc
*/
UFUNCTION(BlueprintCallable, Category = "GeometryScript|MeshSelection", meta=(ScriptMethod))
static UPARAM(DisplayName = "Target Mesh") UDynamicMesh*
ExpandMeshSelectionToConnected(
UDynamicMesh* TargetMesh,
FGeometryScriptMeshSelection Selection,
FGeometryScriptMeshSelection& NewSelection,
EGeometryScriptTopologyConnectionType ConnectionType = EGeometryScriptTopologyConnectionType::Geometric );
/**
* Grow or Shrink the Selection on the TargetMesh to connected neighbours.
* For Vertex selections, Expand includes vertices in one-ring of selected vertices, and Contract removes any vertices with a one-ring neighbour that is not selected
* For Triangle selections, Add/Remove Triangles connected to selected Triangles
#Loc: <Workspace>/Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Private/MassReplicationSubsystem.cpp:97
Scope (from outer to inner):
file
namespace UE
namespace Mass
namespace Replication
function ENetConnectionType HasParentOrChildWithValidParentNetConnection
Source code excerpt:
ENetConnectionType HasParentOrChildWithValidParentNetConnection(const APlayerController* Controller)
{
ENetConnectionType ConnectionType = ENetConnectionType::None;
if (Controller && Controller->NetConnection)
{
UChildConnection* ChildConnection = Cast<UChildConnection>(Controller->NetConnection);
// if the NetConnection is either a parent connection or a child connection with APlayerController owning actor its valid
if (ChildConnection == nullptr)
{
ConnectionType = ENetConnectionType::Parent;
}
else
{
ConnectionType = (GetValidParentNetConnection(*ChildConnection) != nullptr) ? ENetConnectionType::Child : ENetConnectionType::None;
}
}
return ConnectionType;
}
}}};
bool UMassReplicationSubsystem::SynchronizeClients(const TArray<FViewerInfo>& Viewers)
{
typedef TMap<FMassViewerHandle, FMassClientHandle> FControllerMap;
#Loc: <Workspace>/Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Private/MassReplicationSubsystem.cpp:280
Scope (from outer to inner):
file
function void UMassReplicationSubsystem::SynchronizeClientViewers
Source code excerpt:
APlayerController* Controller = MassLODSubsystem->GetPlayerControllerFromViewerHandle(ClientViewer);
const UE::Mass::Replication::ENetConnectionType ConnectionType = UE::Mass::Replication::HasParentOrChildWithValidParentNetConnection(Controller);
if (ConnectionType != UE::Mass::Replication::ENetConnectionType::None)
{
++ViewerIdx;
// we don't verify or remove Parent Connections here as that was done when we synchronized the client bubbles
if (ConnectionType == UE::Mass::Replication::ENetConnectionType::Child)
{
ClientViewerMap.Add(Controller, FMassClientViewerHandle(ClientHandle, ClientViewer));
}
}
else //remove invalid ClientViewer, but dont increment the ViewerIdx
{
#Loc: <Workspace>/Engine/Source/Developer/IOS/IOSTargetPlatform/Private/IOSDeviceHelper.cpp:272
Scope (from outer to inner):
file
class class FIOSDevice
function FIOSDevice
Source code excerpt:
: UDID(InID)
, Name(InName)
, ConnectionType(InConnectionType)
{
}
~FIOSDevice()
{
}
#Loc: <Workspace>/Engine/Source/Developer/IOS/IOSTargetPlatform/Private/IOSDeviceHelper.cpp:287
Scope (from outer to inner):
file
class class FIOSDevice
function DeviceConnectionInterface ConnectionInterface
Source code excerpt:
DeviceConnectionInterface ConnectionInterface() const
{
return ConnectionType;
}
private:
FString UDID;
FString Name;
DeviceConnectionInterface ConnectionType;
};
/**
* Delegate type for devices being connected or disconnected from the machine
*
* The first parameter is newly added or removed device
#Loc: <Workspace>/Engine/Source/Developer/TargetDeviceServices/Private/Proxies/TargetDeviceProxy.cpp:65
Scope (from outer to inner):
file
function void FTargetDeviceProxy::UpdateFromMessage
Source code excerpt:
DeviceUserPassword = Message.DeviceUserPassword;
OSVersion = Message.OSVersion;
ConnectionType = Message.ConnectionType;
Shared = Message.Shared;
SupportsMultiLaunch = Message.SupportsMultiLaunch;
SupportsPowerOff = Message.SupportsPowerOff;
SupportsPowerOn = Message.SupportsPowerOn;
SupportsReboot = Message.SupportsReboot;
SupportsVariants = Message.SupportsVariants;
#Loc: <Workspace>/Engine/Source/Developer/TargetDeviceServices/Private/Proxies/TargetDeviceProxy.h:163
Scope (from outer to inner):
file
class class FTargetDeviceProxy : public ITargetDeviceProxy
function virtual const FString& GetConnectionType
Source code excerpt:
virtual const FString& GetConnectionType() const override
{
return ConnectionType;
}
virtual bool HasDeviceId(const FString& InDeviceId) const override;
virtual bool HasVariant(FName InVariant) const override;
virtual bool HasTargetPlatform(FName InTargetPlatformId) const override;
#Loc: <Workspace>/Engine/Source/Developer/TargetDeviceServices/Private/Proxies/TargetDeviceProxy.h:187
Scope (from outer to inner):
file
class class FTargetDeviceProxy : public ITargetDeviceProxy
function virtual bool IsSimulated
Source code excerpt:
virtual bool IsSimulated() const override
{
return (ConnectionType == TEXT("Simulator"));
}
virtual bool TerminateLaunchedProcess(FName InVariant, const FString& ProcessIdentifier) override;
virtual void PowerOff(bool Force) override;
virtual void PowerOn() override;
#Loc: <Workspace>/Engine/Source/Developer/TargetDeviceServices/Private/Proxies/TargetDeviceProxy.h:270
Scope (from outer to inner):
file
class class FTargetDeviceProxy : public ITargetDeviceProxy
Source code excerpt:
/** Holds the type of connection. */
FString ConnectionType;
/** Holds default variant name. */
FName DefaultVariant;
/** Holds a flag indicating whether the proxy is of type "All Devices". */
#Loc: <Workspace>/Engine/Source/Developer/TargetDeviceServices/Private/Services/TargetDeviceService.cpp:426
Scope (from outer to inner):
file
function void FTargetDeviceService::HandlePingMessage
Source code excerpt:
Message->HostUser = FPlatformProcess::UserName(false);
Message->Connected = DefaultDevice->IsConnected();
Message->ConnectionType = TargetDeviceConnectionTypes::ToString(DefaultDevice->GetDeviceConnectionType());
Message->Authorized = DefaultDevice->IsAuthorized();
Message->Make = TEXT("@todo");
Message->Model = DefaultDevice->GetModelId();
Message->OSVersion = DefaultDevice->GetOSVersion();
DefaultDevice->GetUserCredentials(Message->DeviceUser, Message->DeviceUserPassword);
Message->Shared = Shared;
#Loc: <Workspace>/Engine/Source/Developer/TargetDeviceServices/Public/TargetDeviceServiceMessages.h:294
Scope: file
Source code excerpt:
/** Holds the connection type. */
UPROPERTY(EditAnywhere, Category="Message")
FString ConnectionType;
/** Holds the variant name of the default device. */
UPROPERTY(EditAnywhere, Category="Message")
FName DefaultVariant;
/** List of the Flavors this service supports */
#Loc: <Workspace>/Engine/Source/Developer/TraceInsights/Private/Insights/Tests/InsightsTestUtils.cpp:137
Scope (from outer to inner):
file
function bool FInsightsTestUtils::StartTracing
Source code excerpt:
////////////////////////////////////////////////////////////////////////////////////////////////////
bool FInsightsTestUtils::StartTracing(FTraceAuxiliary::EConnectionType ConnectionType, double Timeout) const
{
bool bStarted = false;
double TraceVerifyStartTime = FPlatformTime::Seconds();
while(FPlatformTime::Seconds() - TraceVerifyStartTime < Timeout)
{
if (ConnectionType == FTraceAuxiliary::EConnectionType::Network)
{
bStarted = FTraceAuxiliary::Start(FTraceAuxiliary::EConnectionType::Network, TEXT("localhost"), nullptr);
}
else if (ConnectionType == FTraceAuxiliary::EConnectionType::File)
{
bStarted = FTraceAuxiliary::Start(FTraceAuxiliary::EConnectionType::File, nullptr, nullptr);
}
if (FTraceAuxiliary::IsConnected())
{
#Loc: <Workspace>/Engine/Source/Developer/TraceInsights/Public/Insights/Tests/InsightsTestUtils.h:16
Scope (from outer to inner):
file
class class FInsightsTestUtils
Source code excerpt:
bool SetupUTS(double Timeout = 30.0, bool bUseFork = false) const;
bool KillUTS(double Timeout = 30.0) const;
bool StartTracing(FTraceAuxiliary::EConnectionType ConnectionType, double Timeout = 10.0) const;
bool IsUnrealTraceServerReady(const TCHAR* Host = TEXT("localhost"), int32 Port = 0U) const;
bool IsTraceHasLiveStatus(const FString& TraceName, const TCHAR* Host = TEXT("localhost"), int32 Port = 0U) const;
void ResetSession() const;
FString GetLiveTrace(const TCHAR* Host = TEXT("localhost"), int32 Port = 0U) const;
private:
#Loc: <Workspace>/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetDataTableRow.cpp:238
Scope (from outer to inner):
file
function bool UK2Node_GetDataTableRow::IsConnectionDisallowed
Source code excerpt:
if (OtherPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Struct)
{
if (UScriptStruct* ConnectionType = Cast<UScriptStruct>(OtherPin->PinType.PinSubCategoryObject.Get()))
{
bDisallowed = !FDataTableEditorUtils::IsValidTableStruct(ConnectionType);
}
}
else if (OtherPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Wildcard)
{
bDisallowed = false;
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/MaterialGraphSchema.cpp:651
Scope (from outer to inner):
file
namespace Private
function FLinearColor GetColorForConnectionType
Source code excerpt:
namespace Private
{
FLinearColor GetColorForConnectionType(const UGraphEditorSettings* Settings, UE::Shader::EValueType ConnectionType)
{
using namespace UE::Shader;
if (ConnectionType == EValueType::Any)
{
return Settings->WildcardPinTypeColor;
}
else if (ConnectionType == EValueType::Struct)
{
return Settings->StructPinTypeColor;
}
else if (ConnectionType == EValueType::Object)
{
return Settings->ObjectPinTypeColor;
}
else
{
const FValueTypeDescription TypeDesc = GetValueTypeDescription(ConnectionType);
if (TypeDesc.ComponentType == EValueComponentType::Float ||
TypeDesc.ComponentType == EValueComponentType::Numeric)
{
if (TypeDesc.NumComponents == 1)
{
return Settings->FloatPinTypeColor;
#Loc: <Workspace>/Engine/Source/Runtime/Core/Private/Android/AndroidPlatformMisc.cpp:2833
Scope (from outer to inner):
file
function bool FAndroidMisc::HasActiveWiFiConnection
Source code excerpt:
bool FAndroidMisc::HasActiveWiFiConnection()
{
ENetworkConnectionType ConnectionType = GetNetworkConnectionType();
return (ConnectionType == ENetworkConnectionType::WiFi ||
ConnectionType == ENetworkConnectionType::WiMAX);
}
#endif
JNI_METHOD void Java_com_epicgames_unreal_GameActivity_nativeNetworkChanged(JNIEnv* jenv, jobject thiz)
{
LastNetworkConnectionType = PrivateGetNetworkConnectionType();
#Loc: <Workspace>/Engine/Source/Runtime/Core/Public/GenericPlatform/GenericPlatformMisc.h:388
Scope: file
Source code excerpt:
};
typedef TDelegate<void(ENetworkConnectionType ConnectionType), FDefaultDelegateUserPolicy> FOnNetworkConnectionChangedDelegate;
enum class EProcessDiagnosticFlags : uint32
{
None = 0,
MemorySanitizer = 1 << 0,
AnsiMalloc = 1 << 1,
#Loc: <Workspace>/Engine/Source/Runtime/Core/Public/Misc/CoreDelegates.h:277
Scope: file
Source code excerpt:
static CORE_API TMulticastDelegate<void(bool)> OnLowPowerMode;
DECLARE_MULTICAST_DELEGATE_OneParam(FOnNetworkConnectionChanged, ENetworkConnectionType /*ConnectionType*/);
static CORE_API FOnNetworkConnectionChanged OnNetworkConnectionChanged;
static CORE_API TTSMulticastDelegate<void(const TCHAR* IniFilename, int32& ResponderCount)>& TSCountPreLoadConfigFileRespondersDelegate();
static CORE_API TTSMulticastDelegate<void(const TCHAR* IniFilename, FString& LoadedContents)>& TSPreLoadConfigFileDelegate();
static CORE_API TTSMulticastDelegate<void(const TCHAR* IniFilename, const FString& ContentsToSave, int32& SavedCount)>& TSPreSaveConfigFileDelegate();
static CORE_API TTSMulticastDelegate<void(const FConfigFile*)>& TSOnFConfigCreated();
#Loc: <Workspace>/Engine/Source/Runtime/InstallBundleManager/Private/InstallBundleUtils.cpp:28
Scope (from outer to inner):
file
namespace InstallBundleUtil
function bool HasInternetConnection
Source code excerpt:
}
bool HasInternetConnection(ENetworkConnectionType ConnectionType)
{
return ConnectionType != ENetworkConnectionType::AirplaneMode
&& ConnectionType != ENetworkConnectionType::None;
}
const TCHAR* GetInstallBundlePauseReason(EInstallBundlePauseFlags Flags)
{
// Return the most appropriate reason given the flags
#Loc: <Workspace>/Engine/Source/Runtime/InstallBundleManager/Public/InstallBundleUtils.h:31
Scope (from outer to inner):
file
namespace InstallBundleUtil
Source code excerpt:
INSTALLBUNDLEMANAGER_API FString GetAppVersion();
INSTALLBUNDLEMANAGER_API bool HasInternetConnection(ENetworkConnectionType ConnectionType);
INSTALLBUNDLEMANAGER_API const TCHAR* GetInstallBundlePauseReason(EInstallBundlePauseFlags Flags);
INSTALLBUNDLEMANAGER_API const FString& GetInstallBundleSectionPrefix();
// returns true if the given BundleName exists in the InstallBundle.ini config
#Loc: <Workspace>/Projects/Lyra/Plugins/CommonUser/Source/CommonUser/Private/CommonUserSubsystem.cpp:831
Scope (from outer to inner):
file
function bool UCommonUserSubsystem::HasOnlineConnection
Source code excerpt:
{
#if COMMONUSER_OSSV1
EOnlineServerConnectionStatus::Type ConnectionType = GetConnectionStatus(Context);
if (ConnectionType == EOnlineServerConnectionStatus::Normal || ConnectionType == EOnlineServerConnectionStatus::Connected)
{
return true;
}
return false;
#else
#References in C# build files
This variable is referenced in the following C# build files:
Location: <Workspace>/Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs:869
string ConnectionString = "";
Ini.GetString("/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings", "ConnectionType", out ConnectionString);
switch (ConnectionString)
{
case "USBOnly":
ConnectionType = EConnectionType.USBOnly;
break;
case "NetworkOnly":