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API > API/Plugins > API/Plugins/MassReplication
| Name | FMassReplicationSharedFragment |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Public/MassReplicationFragments.h |
| Include Path | #include "MassReplicationFragments.h" |
Syntax
USTRUCT ()
struct FMassReplicationSharedFragment : public FMassSharedFragment
Inheritance Hierarchy
- FMassSharedFragment → FMassReplicationSharedFragment
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MassReplicationFragments.h | |||
FMassReplicationSharedFragment
(
UMassReplicationSubsystem& ReplicationSubsystem, |
MassReplicationFragments.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEntityQueryInitialized | bool | MassReplicationFragments.h | ||
| bHasAdjustedDistancesFromCount | bool | MassReplicationFragments.h | ||
| BubbleInfoClassHandle | FMassBubbleInfoClassHandle | MassReplicationFragments.h | ||
| BubbleInfos | TArray< TObjectPtr< AMassClientBubbleInfoBase > > | TODO review if we need to have this as a UPROPERTY at all and also if we can make this use a TInlineAllocator. | MassReplicationFragments.h |
|
| CachedClientHandles | TArray< FMassClientHandle > | MassReplicationFragments.h | ||
| CachedReplicator | TObjectPtr< UMassReplicatorBase > | MassReplicationFragments.h |
|
|
| CurrentClientHandle | FMassClientHandle | MassReplicationFragments.h | ||
| EntityQuery | FMassEntityQuery | MassReplicationFragments.h | ||
| LODCalculator | TMassLODCalculator< FReplicationLODLogic > | MassReplicationFragments.h | ||
| LODCollector | TMassLODCollector< FReplicationLODLogic > | MassReplicationFragments.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
T & GetTypedClientBubbleInfoChecked
(
FMassClientHandle Handle |
MassReplicationFragments.h |