Classes

AGameNetworkManager

AInfo > AActor > UObject

Handles game-specific networking management (cheat detection, bandwidth management, etc.).

Member Type Offset Share
BadPacketLossThreshold

If packet loss goes over this value, we have bad packet loss. Value is between 0 and 1.

float 0x220
SeverePacketLossThreshold

If the packet loss goes over this threshold, we have severe packet loss. Value is between 0 and 1

float 0x224
BadPingThreshold

If average ping is higher than this threshold in ms, determine the server is either delaying packets or has bad upstream.

int32_t 0x228
SeverePingThreshold

Similar to BadPingThreshold, but used to track exceptionally bad pings.

int32_t 0x22c
AdjustedNetSpeed

Current adjusted bandwidth per player, based on total and dynamic bandwidth

int32_t 0x230
LastNetSpeedUpdateTime

Last time AdjustedNetSpeed was updated for server (by client entering or leaving)

float 0x234
TotalNetBandwidth

Total available bandwidth (in bytes/sec) for listen server, split dynamically across net connections

int32_t 0x238
MinDynamicBandwidth

Minimum bandwidth set per connection after splitting TotalNetBandwidth

int32_t 0x23c
MaxDynamicBandwidth

Maximum bandwidth set per connection after splitting TotalNetBandwidth

int32_t 0x240
bIsStandbyCheckingEnabled : 1 char 0x244
bHasStandbyCheatTriggered : 1 char 0x244
StandbyRxCheatTime

The amount of time without packets before triggering the cheat code

float 0x248
StandbyTxCheatTime

The amount of time without packets before triggering the cheat code

float 0x24c
PercentMissingForRxStandby

The percentage of clients missing RX data before triggering the standby code

float 0x250
PercentMissingForTxStandby

The percentage of clients missing TX data before triggering the standby code

float 0x254
PercentForBadPing

The percentage of clients with bad ping before triggering the standby code

float 0x258
JoinInProgressStandbyWaitTime

The amount of time to wait before checking a connection for standby issues

float 0x25c
MoveRepSize

Average size of replicated move packet (ServerMove() packet size) from player

float 0x260
MAXPOSITIONERRORSQUARED

MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play

float 0x264
MAXNEARZEROVELOCITYSQUARED

MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play

float 0x268
CLIENTADJUSTUPDATECOST

CLIENTADJUSTUPDATECOST is the bandwidth cost in bytes of sending a client adjustment update.

float 0x26c
MAXCLIENTUPDATEINTERVAL

MAXCLIENTUPDATEINTERVAL is the maximum time between movement updates from the client before the server forces an update.

float 0x270
MaxClientForcedUpdateDuration

MaxClientForcedUpdateDuration is the maximum time duration over which the server will force updates, after MAXCLIENTUPDATEINTERVAL is initially exceeded.

float 0x274
ServerForcedUpdateHitchThreshold

Ignore forced client movement updates when server hitches for longer than this duration.

float 0x278
ServerForcedUpdateHitchCooldown

Ignore forced client movement updates when server hitch was detected within this amount of time in the past.

float 0x27c
MaxMoveDeltaTime

MaxMoveDeltaTime is the default maximum time delta of CharacterMovement ServerMoves.

float 0x280
MaxClientSmoothingDeltaTime

MaxClientSmoothingDeltaTime is the maximum delta time between server updates that clients are allowed to smooth between for position interpolation.

float 0x284
ClientNetSendMoveDeltaTime

ClientNetSendMoveDeltaTime is the default minimum time delta of CharacterMovement client moves to the server.

float 0x288
ClientNetSendMoveDeltaTimeThrottled

ClientNetSendMoveDeltaTimeThrottled is used in place of ClientNetSendMoveDeltaTime when player count is high or net speed is low.

float 0x28c
ClientNetSendMoveDeltaTimeStationary

ClientNetSendMoveDeltaTimeStationary is used when players are determined to not be moving or changing their view.

float 0x290
ClientNetSendMoveThrottleAtNetSpeed

When player net speed (CurrentNetSpeed, based on ConfiguredInternetSpeed or ConfiguredLanSpeed) is less than or equal to this amount, ClientNetSendMoveDeltaTimeThrottled is used instead of ClientNetSendMoveDeltaTime.

int32_t 0x294
ClientNetSendMoveThrottleOverPlayerCount

When player count is greater than this amount, ClientNetSendMoveDeltaTimeThrottled is used instead of ClientNetSendMoveDeltaTime.

int32_t 0x298
ClientAuthorativePosition

If client update is within MAXPOSITIONERRORSQUARED of what the server expects then the client is authoritative on it's final position

bool 0x29c
ClientErrorUpdateRateLimit

Minimum delay between the server sending error corrections to a client, in seconds.

float 0x2a0
ClientNetCamUpdateDeltaTime

Minimum delay between calls to ServerUpdateCamera, in seconds.

float 0x2a4
ClientNetCamUpdatePositionLimit

Camera position change limit, when exceeded allows an immediate ServerUpdateCamera call.

float 0x2a8
bMovementTimeDiscrepancyDetection

Whether movement time discrepancy (speed hack) detection is enabled.

bool 0x2ac
bMovementTimeDiscrepancyResolution

Whether movement time discrepancy resolution is enabled (when detected, make client movement "pay back" excessive time discrepancies)

bool 0x2ad
MovementTimeDiscrepancyMaxTimeMargin

Maximum time client can be ahead before triggering movement time discrepancy detection/resolution (if enabled).

float 0x2b0
MovementTimeDiscrepancyMinTimeMargin

Maximum time client can be behind.

float 0x2b4
MovementTimeDiscrepancyResolutionRate

During time discrepancy resolution, we "pay back" the time discrepancy at this rate for future moves until total error is zero.

float 0x2b8
MovementTimeDiscrepancyDriftAllowance

Accepted drift in clocks between client and server as a percent per second allowed.

float 0x2bc
bMovementTimeDiscrepancyForceCorrectionsDuringResolution

Whether client moves should be force corrected during time discrepancy resolution, useful for projects that have lenient move error tolerance/ClientAuthorativePosition enabled.

bool 0x2c0
bUseDistanceBasedRelevancy

If true, actor network relevancy is constrained by whether they are within their NetCullDistanceSquared from the client's view point.

bool 0x2c1