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Util that you can use when calling IObjectReplicationFormat::ApplyReplicationEvent to execute actions.
| Name | FReplicationActionDispatcher |
| Type | class |
| Header File | /Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncCore/Source/ConcertSyncCore/Public/Replication/Processing/Actions/ReplicationActionDispatcher.h |
| Include Path | #include "Replication/Processing/Actions/ReplicationActionDispatcher.h" |
Syntax
class FReplicationActionDispatcher
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FReplicationActionDispatcher
(
const TArray< FConcertReplicationActionEntry >& InActions, |
Replication/Processing/Actions/ReplicationActionDispatcher.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Actions | const TArray< FConcertReplicationActionEntry > & | The actions to perform. | Replication/Processing/Actions/ReplicationActionDispatcher.h | |
| ActionsToTrigger | TBitArray | Bit mask of equal length as the action array. | Replication/Processing/Actions/ReplicationActionDispatcher.h | |
| bDebugActions | const bool | Whether the actions should be debugged. | Replication/Processing/Actions/ReplicationActionDispatcher.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ExecuteActions
(
const FReplicationActionArgs& InArgs |
Call all properties have been processed using OnReplicateProperty. | Replication/Processing/Actions/ReplicationActionDispatcher.h | |
void OnReplicateProperty
(
const FProperty& InProperty |
Checks whether InProperty should trigger actions. | Replication/Processing/Actions/ReplicationActionDispatcher.h |