Network Information Display Plugin
1. Add a C++ Class to Your Project:
In Unreal Engine, add a C++ class to your project.
2. Create a Plugins Folder:
Navigate to your project folder using Explorer and create a folder named "Plugins."
3. Download and Paste the Plugin:
Paste the downloaded plugin into the "Plugins" folder you created.
4. Generate VS Project Files:
Right-click on your project file (.uproject) and select "Generate Visual Studio project files."
5. Build Project in Visual Studio:
Open the Visual Studio project.
Build the project in Visual Studio.
A simple, fully functional design is included called WBP_NetworkInformation.
You can easily access it by creating a new Widget blueprint or going in to an existing one.
In the add components tab, just search for WBP_NetworkInformation.
Set the anchors to fullscreen as well as making sure left, right, top and bottom offsets are 0.
If you wish to create your own design:
Right-click in the Content Browser and select "Blueprint."
2. Search and Create UNetworkInformation:
Search for "UNetworkInformation" and click to create.
You now have access to exclusive variables not available in Blueprints without the plugin:
InBytesPerSecond
OutPacketLoss
InPacketLoss
OutBytesPerSecond
InPacketsPerSecond
OutPacketsPerSecond
bHasValidNetConnection
Right-click in the Blueprint graph and search for the desired variables.
To update all variables, call the Blueprint-exposed "Update Net Stats Function." In the example, this is done on tick.
There are exposed variables in the widget. Those are called:
Bad ping
Bad packet loss out
Bad packet loss in
They decide when a connection is bad. We would recommend to leave them at default.
Very bad connection
Bad connection
Okay/normal/good connection
⚠️ In a listen server model, the server(host) dosen't have a valid NetConnection, all values will be replaced with -