MaxSplitscreensPerConnection

MaxSplitscreensPerConnection

#Overview

name: MaxSplitscreensPerConnection

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 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseGame.ini:69, section: [/Script/Engine.GameSession]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/GameFramework/GameSession.h:42

Scope (from outer to inner):

file
class        class AGameSession : public AInfo

Source code excerpt:

	/** Maximum number of splitscreen players to allow from one connection */
	UPROPERTY(globalconfig)
	uint8 MaxSplitscreensPerConnection;

    /** Is voice enabled always or via a push to talk keybinding */
	UPROPERTY(globalconfig)
	bool bRequiresPushToTalk;

	/** SessionName local copy from PlayerState class.  should really be define in this class, but need to address replication issues */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/GameSession.cpp:236

Scope (from outer to inner):

file
function     FString AGameSession::ApproveLogin

Source code excerpt:

	SplitscreenCount = UGameplayStatics::GetIntOption(Options, TEXT("SplitscreenCount"), SplitscreenCount);

	if (SplitscreenCount > MaxSplitscreensPerConnection)
	{
		UE_LOG(LogGameSession, Warning, TEXT("ApproveLogin: A maximum of %i splitscreen players are allowed"), MaxSplitscreensPerConnection);
		return TEXT("Maximum splitscreen players");
	}

	return TEXT("");
}