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Responsible for prioritizing a list of objects and processing them.
Processing is defined by the subclass. Some example implementations:
- serialize the object and send (client),
- find loaded object and apply replication data (client),
- send object data to interested clients (server)
FObjectReplicationProcessor is backed by an IReplicationDataSource, which is a source of replicated object data.
| Name | FObjectReplicationProcessor |
| Type | class |
| Header File | /Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncCore/Source/ConcertSyncCore/Public/Replication/Processing/ObjectReplicationProcessor.h |
| Include Path | #include "Replication/Processing/ObjectReplicationProcessor.h" |
Syntax
class FObjectReplicationProcessor
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FObjectReplicationProcessor
(
IReplicationDataSource& DataSource |
Replication/Processing/ObjectReplicationProcessor.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FObjectReplicationProcessor() |
Replication/Processing/ObjectReplicationProcessor.h |
Structs
| Name | Remarks |
|---|---|
| FObjectProcessArgs |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DataSource | IReplicationDataSource & | Abstracts where replication data comes from: could be generated (clients) or received (server or client) | Replication/Processing/ObjectReplicationProcessor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ProcessObjects
(
const FProcessObjectsParams& Params |
Replication/Processing/ObjectReplicationProcessor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
IReplicationDataSource & GetDataSource() |
Replication/Processing/ObjectReplicationProcessor.h | ||
void ProcessObject
(
const FObjectProcessArgs& Args |
Processes the object. | Replication/Processing/ObjectReplicationProcessor.h |