ResolutionConnectionTimeout

ResolutionConnectionTimeout

#Overview

name: ResolutionConnectionTimeout

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/BaseEngine.ini:1644, section: [/Script/OnlineSubsystemUtils.IpNetDriver]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Classes/IpNetDriver.h:232

Scope (from outer to inner):

file
class        class UIpNetDriver : public UNetDriver
function     float GetResolutionTimeoutValue

Source code excerpt:


	/** @return The address resolution timeout value */
	float GetResolutionTimeoutValue() const { return ResolutionConnectionTimeout; }

private:
	/**
	 * Whether or not a socket receive failure Error indicates a blocking error, which should 'break;' the receive loop
	 */
	static FORCEINLINE bool IsRecvFailBlocking(ESocketErrors Error)

#Loc: <Workspace>/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Classes/IpNetDriver.h:337

Scope (from outer to inner):

file
class        class UIpNetDriver : public UNetDriver

Source code excerpt:

	/** The amount of time to wait in seconds until we consider a connection to a resolution result as timed out */
	UPROPERTY(Config)
	float ResolutionConnectionTimeout;

	/** Represents a packet received and/or error encountered by the receive thread, if enabled, queued for the game thread to process. */
	struct FReceivedPacket
	{
		/** The content of the packet as received from the socket. */
		TArray<uint8> PacketBytes;