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ReplicationFragment implementation used for Iris backwards compatibility until there's a simple way to markup arbitrary members or declare replicated states in a different manner. That coupled with generic Iris ApplyState funcitonality and not serializing data into gameplay objects directly would make the need for the fragment and the custom serializer go away. Instead the custom logic would be handled in the ApplyState implementation.
This is NOT what good looks like. Markup your data and avoid custom gameplay logic in serialization code.
| Name | FMinimalGameplayCueReplicationProxyReplicationFragment |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h |
| Include Path | #include "Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h" |
Syntax
class FMinimalGameplayCueReplicationProxyReplicationFragment : public UE::Net::FReplicationFragment
Inheritance Hierarchy
- FReplicationFragment → FMinimalGameplayCueReplicationProxyReplicationFragment
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMinimalGameplayCueReplicationProxyReplicationFragment
(
EReplicationFragmentTraits InTraits, |
Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Owner | UObject * | Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h | ||
| ReplicationStateDescriptor | TRefCountPtr< const FReplicationStateDescriptor > | Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h | ||
| SrcReplicationState | TUniquePtr< FPropertyReplicationState > | Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Register
(
FFragmentRegistrationContext& Context |
Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h |
Protected
Overridden from FReplicationFragment
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyReplicatedState
(
FReplicationStateApplyContext& Context |
Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h | ||
virtual void CallRepNotifies
(
FReplicationStateApplyContext& Context |
Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h | ||
virtual void CollectOwner
(
FReplicationStateOwnerCollector* Owners |
Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h | ||
virtual bool PollReplicatedState
(
EReplicationFragmentPollFlags PollOption |
Serialization/MinimalGameplayCueReplicationProxyReplicationFragment.h |