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A replication stream a related set of data that is to be replicated. The application using this frame work (e.g. Multi User) defines what it means for data to be "related".
The stream defines:
- a map of objects to their replicated properties,
- at what frequencies the data replicates,
- a set of stream attributes which receiving clients can use to tell the server what data they want to receive (rules are TODO UE-190167)
Streams exist mostly for logical grouping and organization. It is completely acceptable for an application to only register one stream per client (Multi User does this). However, there is a minor technical detail: While streams registered by the same client can replicate the same UObjects (and even overlap properties), streams send data independently. The consequence is that each stream:
- has its own frequency counter
- streams data is not combined / merged (i.e. there is an overhead of the book-keeping data that is sent with each update).
This struct only contains FConcertBaseStreamInfo for to future proof the change UE-190167, which will add rule data to streams. When that happens, this struct holds all the UObject rule data for the stream while FConcertBaseStreamInfo will continue to hold non-UObject data.
| Name | FConcertReplicationStream |
| Type | struct |
| Header File | /Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncCore/Source/ConcertSyncCore/Public/Replication/Data/ReplicationStream.h |
| Include Path | #include "Replication/Data/ReplicationStream.h" |
Syntax
USTRUCT ()
struct FConcertReplicationStream
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseDescription | FConcertBaseStreamInfo | Replication/Data/ReplicationStream.h |