Open 3D Engine Multiplayer Gem API Reference
23.05.0
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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AZStd | AZStd::hash support |
hash< Multiplayer::NetworkEntityHandle > | |
hash< Multiplayer::ConstNetworkEntityHandle > | |
Multiplayer | |
Automation | |
MultiplayerEditorAutomationHandler | |
ISimplePlayerSpawner | The SimplePlayerSpawnerRequest event-bus exposes helper methods regarding network player spawners. Although the Multiplayer System automatically spawns in players, it's common for game specific server logic to retrieve valid spawn locations when respawning a player |
LocalPredictionPlayerInputComponent | |
LocalPredictionPlayerInputComponentController | |
MultiplayerComponent | |
MultiplayerComponentRegistry | |
ComponentData | |
MultiplayerController | A base class for all multiplayer component controllers responsible for running local prediction logic |
NetBindComponent | Component that provides net-binding to a networked entity |
NetworkCharacterRequests | |
NetworkCharacterComponent | |
NetworkCharacterComponentController | |
NetworkDebugPlayerIdComponent | A component for network players to render their player id in world-space. Both autonomous players and client proxies will have their player ids rendered on screen |
NetworkDebugPlayerIdComponentController | |
NetworkHierarchyRequests | |
NetworkHierarchyChildComponent | Component that declares network dependency on the parent of this entity |
NetworkHierarchyRootComponent | Component that declares the top level entity of a network hierarchy |
NetworkHierarchyRootComponentController | |
NetworkHitVolumesComponent | |
AnimatedHitVolume | |
NetworkRigidBodyRequests | Bus for requests to the network rigid body component |
NetworkRigidBodyComponent | |
NetworkRigidBodyComponentController | |
NetworkTransformComponent | |
NetworkTransformComponentController | |
SimplePlayerSpawnerComponent | A network player spawner. Attach this component to any level's root entity which needs to spawn a network player. If no spawn points are provided the network players will be spawned at the world-space origin |
IConnectionData | |
MultiplayerEditorLayerPythonRequests | |
IEntityDomain | A class that determines if an entity should belong to a particular INetworkEntityManager |
MultiplayerAgentDatum | Payload detailing aspects of a Connection other services may be interested in |
IMultiplayer | IMultiplayer provides insight into the Multiplayer session and its Agents |
ScopedAlterTime | This is a wrapper that temporarily adjusts global program time for backward reconciliation purposes |
IMultiplayerAuditingDatum | IMultiplayerAuditingDatum provides an interface for datums of a given auditing event |
MultiplayerAuditingElement | MultiplayerAuditingElement contains a list of datums for a given auditing event |
IMultiplayerDebug | IMultiplayerDebug provides access to multiplayer debug overlays |
IMultiplayerSpawner | IMultiplayerSpawner routes spawning requests for connecting players from the Muliplayer Gem to game logic utilizing it |
IMultiplayerTools | IMultiplayerTools provides interfacing between the Editor and Multiplayer Gem |
INetworkSpawnableLibrary | The interface for managing network spawnables |
MultiplayerAuditingDatum | |
MultiplayerAuditingDatum< bool > | |
MultiplayerAuditingDatum< AZStd::string > | |
MultiplayerEditorServerRequests | |
MultiplayerEditorServerNotifications | |
MultiplayerStats | |
ComponentStats | |
EventHandlers | |
Events | |
Metric | |
IMultiplayerStatSystem | |
PrefabEntityId | Structure for identifying a specific entity within a spawnable |
NetworkSpawnable | Structure for edit context to select network spawnables and cull out spawnables aren't networked |
EntityMigrationMessage | |
EntityReplicationManager | Handles replication of relevant entities for one connection |
EntityReplicator | |
ReplicationRecordStats | |
ReplicationRecord | |
IFilterEntityManager | IFilterEntityManager provides an interface for filtering entities out from replication down to clients |
INetworkEntityManager | The interface for managing all networked entities |
ConstNetworkEntityHandle | This class provides a wrapping around handle ids. It is optimized to avoid using the hashmap lookup unless the hashmap has had an item removed |
NetworkEntityHandle | |
NetworkEntityRpcMessage | Remote procedure call data |
IRpcParamStruct | |
ComponentRpcEmptyStruct | |
NetworkEntityUpdateMessage | Property replication packet |
IMultiplayerComponentInput | |
NetworkInput | A single networked client input command |
NetworkInputArray | An array of network inputs. Used to mitigate loss of input packets on the server. Compresses subsequent elements |
NetworkInputChild | |
NetworkInputHistory | A list of input commands, used for bookkeeping on the client |
NetworkInputMigrationVector | A variable sized array of input commands, used specifically when migrate a clients inputs |
INetworkTime | This is an AZ::Interface<> for managing multiplayer specific time related operations |
INetworkTimeRequests | |
RewindableArray | Data structure that has a compile-time upper bound, provides array semantics and supports network serialization |
RewindableFixedVector | Data structure that has a compile-time upper bound, provides vector semantics and supports network serialization |
RewindableObject | A simple serializable data container that keeps a history of previous values, and can fetch those old values on request |
EntityReplicationData | |
IReplicationWindow | |
IMatchmakingRequests | |
IMatchmakingAsyncRequests | |
MatchmakingAsyncRequestNotifications | |
SessionConnectionConfig | |
PlayerConnectionConfig | |
ISessionHandlingClientRequests | |
ISessionHandlingProviderRequests | |
ISessionRequests | |
ISessionAsyncRequests | |
SessionAsyncRequestNotifications | |
MatchmakingNotifications | |
AcceptMatchRequest | |
StartMatchmakingRequest | |
StopMatchmakingRequest | |
SessionConfig | |
SessionNotifications | |
CreateSessionRequest | |
SearchSessionsRequest | |
SearchSessionsResponse | |
JoinSessionRequest | |
ClientToServerConnectionData | |
ServerToClientConnectionData | |
MultiplayerConnectionViewportMessageSystemComponent | System component that draws viewport messaging as the editor attempts connection to the editor-server while starting up game-mode |
AuditTrailInput | |
MultiplayerDebugAuditTrail | |
MultiplayerDebugByteReporter | |
MultiplayerDebugComponentReporter | |
MultiplayerDebugEntityReporter | |
MultiplayerDebugHierarchyReporter | |
MultiplayerDebugModule | |
MultiplayerDebugMultiplayerMetrics | |
MultiplayerDebugNetworkMetrics | |
MultiplayerDebugPerEntityReporter | Multiplayer traffic live analysis tool via ImGui |
MultiplayerDebugSystemComponent | |
MultiplayerEditorConnection | MultiplayerEditorConnection is a connection listener to synchronize the Editor and a local server it launches |
MultiplayerEditorModule | |
PythonEditorFuncs | A component to reflect scriptable commands for the Editor |
MultiplayerEditorSystemComponent | Multiplayer system component wraps the bridging logic between the game and transport layer |
FullOwnershipEntityDomain | |
NullEntityDomain | |
MultiplayerModule | |
MultiplayerStatSystemComponent | |
MultiplayerSystemComponent | Multiplayer system component wraps the bridging logic between the game and transport layer |
MultiplayerToolsSystemComponent | |
PropertyPublisher | |
PropertySubscriber | |
NetworkEntityAuthorityTracker | |
NetworkEntityManager | |
NetworkEntityTracker | This class allows entity netEntityIds to be looked up |
NetworkSpawnableLibrary | Implementation of the network prefab library interface |
NetworkTime | Implementation of the INetworkTime interface |
NetworkPrefabProcessor | |
NullReplicationWindow | |
ServerToClientReplicationWindow | |
PrioritizedReplicationCandidate | |
ScriptCanvasMultiplayer | |
GatherEntitiesByComponentAabb | |
GatherEntitiesByComponentSphere | |
IfAgentTypeNodeable | |
IfNetRoleNodeable | |
ScriptCanvasMultiplayerSystemComponent |