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: EDztfixNetworkStatus Enum. 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)

Checking Connection (Blueprint Flow)

OnClicked BTN_CheckInternet
User clicks the retry button
Set Text (Log_Text)
Text: "Verifying connection..."
Check Internet Connection
Perform background ping