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]
- INI Section:
/Script/Engine.GameSession
- Raw value:
4
- Is Array:
False
#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("");
}