Blueprint Nodes Reference
This page provides a detailed list and explanation of every node and event available in the Dztfix Network Check plugin.
Subsystem Access Node
Get Dztfix Network Check
This is the entry point for accessing the network checking subsystem. You need to call this node first to obtain the object reference, allowing you to bind events or fetch the status.
- Inputs:
World Context Object(defaults to Self, like a Widget or Actor). - Outputs:
Dztfix Network Check Subsystem Object Reference.
Connection Nodes
Is Internet Available
Returns the cached internet status immediately. Use this for quick checks before performing network operations (e.g. purchasing items or saving online progress).
- Outputs:
Boolean(Returns True if internet is currently verified, False otherwise).
Check Internet Connection
Launches a single manual HTTP ping to check if the internet is alive. This is an asynchronous node, meaning it won't freeze your game. The results will be dispatched through the On Connection Check Completed event.
- Inputs: Requires an execution pin trigger.
- Outputs: Immediately triggers the execution out pin while checking in the background.
Get Last Network Status
Fetches the exact state of the connection recorded during the last check.
- Outputs:
EDztfixNetworkStatusEnum. Values can be:Unknown: No network checks have run yet.Available: The last internet check succeeded.Unavailable: The last internet check failed or timed out.
Monitoring Nodes
Start Network Monitoring
Tells the subsystem to start running periodic checks in the background using the Check Interval defined in Project Settings. If connection transitions occur, they will trigger network events.
- Inputs: Exec pin.
Stop Network Monitoring
Stops the automatic background connection checks. Useful when entering menus or offline zones where background checking is not needed.
- Inputs: Exec pin.
Is Network Monitoring Active
Checks whether the background periodic checking loop is currently running.
- Outputs:
Boolean(Returns True if monitoring is active).
Events & Callbacks
On Network Available
A simple event delegate that fires automatically when the internet goes from offline to online. Use this to hide your "No Connection" popup and resume gameplay.
On Network Lost
Fires immediately when the subsystem detects that internet access has dropped. Use this to display your reconnect popup widget.
On Network Status Changed
Fires every time the status transitions. It passes the current state and the previous state so you can log or display specialized banners.
- Event Parameters:
New Status(EDztfixNetworkStatus Enum)Previous Status(EDztfixNetworkStatus Enum)
On Connection Check Completed
Fires when a manual check (triggered by `Check Internet Connection`) completes.
- Event Parameters:
Result(EDztfixNetworkCheckResult Enum: Success, Failed, or Cancelled)Status(EDztfixNetworkStatus Enum: Available or Unavailable)Message(String containing response detail or error description)