HTTPRequest Properties |
The HTTPRequest type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
BodySizeLimit | Maximum allowed size for response bodies. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DownloadChunkSize | The size of the buffer used and maximum bytes to read per iteration. See ReadChunkSize. Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files to decrease memory usage at the cost of download speeds. | |
DownloadFile | The file to download into. Will output any received file into it. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
MaxRedirects | Maximum number of allowed redirects. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
Timeout | ||
UseThreads | If true, multithreading is used to improve performance. |