Network
All 127 Unreal Engine 5 console variables and commands in the Network category. Search and filter below, then open any for its own page.
60 results in Network (loading full index…)
net.ActorChannelPoolVarIf nonzero, actor channels will be pooled to save memory and object creation cost.
Networknet.ActorReportCmdNo description provided.
Networknet.AllowAsyncLoadingVarAllow async loading of unloaded assets referenced in packets. If false the client will hitch and immediately load the asset, if true the packet will be delayed while the asset is async loaded. net.DelayUnmappedRPCs can be enabled to delay RPCs relying on async loading assets.
Networknet.AllowClientRemapCacheObjectVarWhen enabled, we will allow clients to remap read only cache objects and keep the same NetGUID.
Networknet.AllowEncryptionVarIf true, the engine will attempt to load an encryption PacketHandler component and fill in the EncryptionToken parameter of the NMT_Hello message based on the ?EncryptionToken= URL option and call callbacks if it\'s non-empty.
Networknet.AllowReliableMulticastToNonRelevantChannelsVarAllow Reliable Server Multicasts to be sent to non-Relevant Actors, as long as their is an existing ActorChannel.
Networknet.AllowRPCDoSDetectionBlockingVarOverrides whether or not RPC DoS Detection RPC blocking is allowed. 0 = disabled, 1 = enabled.
Networknet.AllowRPCDoSDetectionKickingVarOverrides whether or not RPC DoS Detection kicking is enabled. 0 = disabled, 1 = enabled.
Networknet.CheckNoLoadPackagesVarIf enabled, check the no load flag in GetObjectFromNetGUID before forcing a sync load on packages that are not marked IsFullyLoaded
NetworkNet.CheckPushBPRepIndexAgainstNameVarWhen enabled, validates that BP generated values passed to MarkPropertyDirtyFromRepIndex match the actual property data
Networknet.ContextDebugVarDebugging option to set a context string during replication
Networknet.ControlChannelDestructionInfoVarIf enabled, send destruction info updates via the control channel instead of creating a new actor channel.0: Old behavior, use an actor channel. 1: New behavior, use the control channel
NetworkNet.CreateBandwidthGeneratorCmdNo description provided.
Networknet.DebugAppendResolverAddressVarIf this is set, all IP address resolution methods will add the value of this CVAR to the list of results.This allows for testing resolution functionality across all multiple addresses with the end goal of having a successful result(being the value of this CVAR)
Networknet.DebugDrawVarDraws debug information for network dormancy and relevancy 1 Enables network debug drawing. 0 disables.
Networknet.DebugDrawCullDistanceVarCull distance for net.DebugDraw. World UnitsMax world units an actor can be away from the local view to draw its dormancy status. Zero disables culling
Networknet.DebugDualIPsVarIf true, will duplicate every packet received, and process with a new (deterministic) IP, to emulate receiving client packets from dual IP\'s - which can happen under real-world network conditions(only supports a single client on the server).
Networknet.DelayUnmappedRPCsVarIf true delay received RPCs with unmapped object references until they are received or loaded, if false RPCs will execute immediately with null parameters. This can be used with net.AllowAsyncLoading to avoid null asset parameters during async loads.
Networknet.DeleteDormantActorCmdLists open actor channels
Networknet.DelinquencyNumberOfTopOffendersToTrackVarWhen > 0 , this will be the number of \'TopOffenders\' that are tracked by the PackageMap and GuidCache for Queued Actors and Async Loads respectively. net.TrackAsyncLoadingGUIDThreshold / net.TrackQueuedActorThreshold still dictate whether or not any of these items are tracked.
Networknet.DisableBandwithThrottlingVarForces IsNetReady to always return true. Not available in shipping builds.
Networknet.DisableIPv6VarIf true, IPv6 will not resolve and its usage will be avoided when possible
Networknet.DisableRemapScriptActorsVarWhen set, disables name remapping of compiled script actors (for networking)
Networknet.DisconnectSimulatedConnectionsCmdDisconnects some simulated connections (0 = all)
Networknet.DoPacketOrderCorrectionVarWhether or not to try to fix \'out of order\' packet sequences, by caching packets and waiting for the missing sequence.
Networknet.DoPropertyChecksumVarWhen true and ENABLE_PROPERTY_CHECKSUMS is defined, checksums of replicated properties are compared on client and server
Networknet.DormancyEnableVarEnables Network Dormancy System for reducing CPU and bandwidth overhead of infrequently updated actors 1 Enables network dormancy. 0 disables network dormancy.
Networknet.DormancyHysteresisVarWhen > 0, represents the time we\'ll wait before letting a channel become fully dormant (in seconds). This can prevent churn when objects are going in and out of dormant more frequently than normal.
Networknet.DormancyValidateVarValidates that dormant actors do not change state while in a dormant state (on server only)0: Dont validate. 1: Validate on wake up. 2: Validate on each net update
Networknet.DumpRelevantActorsCmdDumps information on relevant actors during next network update
Networknet.EnableCongestionControlVarEnables congestion control module.
Networknet.EnableDetailedScopeCountersVarEnables detailed networking scope cycle counters. There are often lots of these which can negatively impact performance.
Networknet.FilterGuidRemappingVarRemove destroyed and parent guids from unmapped list
Networknet.ForceNetFlushVarImmediately flush send buffer when written to (helps trace packet writes - WARNING: May be unstable).
NetworkNet.GenerateConstantBandwidthCmdDeliver a constant throughput every tick to generate the specified Kilobytes per sec. Usage: Net.GenerateBandwidth KilobytesPerSecond
NetworkNet.GeneratePeriodicBandwidthSpikeCmdGenerates a spike of bandwidth every X milliseconds. Usage: Net.GeneratePeriodicBandwidthSpike SpikeInKb PeriodInMS
Networknet.IgnoreNetworkChecksumMismatchVarIf true, the integrity checksum on packagemap objects will be ignored, which can cause issues with out of sync data
Networknet.InstantReplayProcessQueuedBunchesMillisecondLimitVarTime threshold for processing queued bunches during instant replays. If it takes longer than this in a single frame, wait until the next frame to continue processing queued bunches. For unlimited time, set to 0.
Networknet.IpConnectionDisableResolutionVarIf enabled, any future ip connections will not use resolution methods.
Networknet.IpConnectionUseSendTasksVarIf true, the IpConnection will call the socket\'s SendTo function in a task graph task so that it can run off the game thread.
Networknet.IpNetDriverReceiveThreadPollTimeMSVarIf net.IpNetDriverUseReceiveThread is true, the number of milliseconds to use as the timeout value for FSocket::Wait on the receive thread. A negative value means to wait indefinitely (FSocket::Shutdown should cancel it though).
Networknet.IpNetDriverReceiveThreadQueueMaxPacketsVarIf net.IpNetDriverUseReceiveThread is true, the maximum number of packets that can be waiting in the queue. Additional packets received will be dropped.
Networknet.IpNetDriverUseReceiveThreadVarIf true, the IpNetDriver will call the socket\'s RecvFrom function on a separate thread (not the game thread)
NetworkNet.IsPushModelEnabledVarWhether or not Push Model is enabled. This networking mode allows game code to notify the networking system of changes, rather than scraping.
Networknet.ListActorChannelsCmdLists open actor channels
Networknet.ListNetGUIDExportsCmdLists open actor channels
Networknet.ListNetGUIDsCmdLists NetGUIDs for actors
NetworkNet.LogPendingGuidsOnShutdownVarNo description provided.
NetworkNet.LogSkippedRepNotifiesVarLog when the networking code skips calling a repnotify clientside due to the property value not changing.
Networknet.LogUnhandledFaultsVarWhether or not to warn about unhandled net faults (could be deliberate, depending on implementation). 0 = off, 1 = log once, 2 = log always.
Networknet.MagicHeaderVarString representing binary bits which are prepended to every packet sent by the game. Max length: 32 bits.
NetworkNet.MakeBpPropertiesPushModelVarWhether or not properties declared in Blueprints will be forced to used Push Model
Networknet.MaxChannelSizeVarThe maximum number of network channels allowed across the entire server
Networknet.MaxClientGuidRemapsVarMax client resolves of unmapped network guids per tick
Networknet.MaxConnectionsToTickPerServerFrameVarWhen non-zero, the maximum number of channels that will have changed replicated to them per server update
Networknet.MaxConstructedPartialBunchSizeBytesVarThe maximum size allowed for Partial Bunches.
Networknet.MaxNetStringSizeVarMaximum allowed size for strings sent/received by the netcode (in bytes).
Networknet.MaxNumberOfAllowedTArrayChangesPerUpdateVarNo description provided.
Networknet.MaxNumberOfAllowedTArrayDeletionsPerUpdateVarNo description provided.
Networknet.MaxPlayersOverrideVarIf greater than 0, will override the standard max players count. Useful for testing full servers.
Network