Navigation
API > API/Plugins > API/Plugins/MassReplication
Data that can be accessed from a FMassNetworkID on a client
| Name | FMassReplicationEntityInfo |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Public/MassReplicationTypes.h |
| Include Path | #include "MassReplicationTypes.h" |
Syntax
struct FMassReplicationEntityInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MassReplicationTypes.h | |||
FMassReplicationEntityInfo
(
FMassEntityHandle InEntity, |
MassReplicationTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Entity | FMassEntityHandle | If this is not IsSet() then the entity has been removed from the client simulation | MassReplicationTypes.h | |
| ReplicationID | int32 | This is stored between removes and adds, however this item in the UMassReplicationSubsystem::EntityInfoMap will eventually get cleaned up if Entity.IsSet() == false for a fairly substantial length of time. | MassReplicationTypes.h |