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Supplementary data for a FConcertObjectReplicationMap. This data can be used to remap FSoftObjectPaths in FConcertObjectReplicationMap to different FConcertObjectReplicationMap based on AActor::ActorLabel. The primary use case is replication presets being translated multiple sessions.
Example:
In session 1, suppose a FConcertObjectReplicationMap is created like this:
- { "/Game/World.World:PersistentLevel.ActorOld", { "ActorTags" } }
- { "/Game/World.World:PersistentLevel.ActorOld.StaticMeshComponentOld", { "RelativeLocation", "RelativeLocation.X" } }
- Actor_0 has the actor label "MyStaticMeshActor"
As part of creating the FConcertObjectReplicationMap, you also create a FConcertReplicationRemappingData (
In session 2, suppose there is world:
- /Game/OtherWorld.OtherWorld:PersistentLevel.ActorNew
- /Game/OtherWorld.OtherWorld.PersistentLevel.ActorNew.StaticMeshComponentNew
- OtherActor_0 has the actor label "MyStaticMeshActor" In the above scenario, you can now remap the FConcertObjectReplicationMap from step 1 using the FConcertReplicationRemappingData from step 2. Effectively, "ActorNew" would get the properties of "ActorOld", and "StaticMeshComponentNew" the properties of "StaticMeshComponentOld", because the labels of "ActorNew" and "ActorOld" are both "MyStaticMeshActor".
| Name | FConcertReplicationRemappingData |
| Type | struct |
| Header File | /Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncCore/Source/ConcertSyncCore/Public/Replication/Data/ActorLabelRemapping.h |
| Include Path | #include "Replication/Data/ActorLabelRemapping.h" |
Syntax
USTRUCT ()
struct FConcertReplicationRemappingData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorData | TMap< FSoftObjectPath, FConcertReplicationRemappingData_Actor > | Data about actors. | Replication/Data/ActorLabelRemapping.h |
See Also
- ActorLabelRemappingUtils.h