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API > API/Plugins > API/Plugins/ConcertSyncCore > API/Plugins/ConcertSyncCore/Replication > API/Plugins/ConcertSyncCore/Replication/Data
References
| Module | ConcertSyncCore |
| Header | /Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncCore/Source/ConcertSyncCore/Public/Replication/Data/ActorLabelRemapping.h |
| Include | #include "Replication/Data/ActorLabelRemapping.h" |
Syntax
USTRUCT ()
struct FConcertReplicationRemappingData
Remarks
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".
Variables
| Type | Name | Description | |
|---|---|---|---|
| TMap< FSoftObjectPath, FConcertReplicationRemappingData_Actor > | ActorData | Data about actors. |
See Also
ActorLabelRemappingUtils.h