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API > API/Plugins > API/Plugins/MassReplication
Base processor that handles replication and only runs on the server. You should derive from this per entity type (that require different replication processing). It and its derived classes query Mass entity fragments and set those values for replication when appropriate, using the MassClientBubbleHandler.
| Name | UMassReplicationProcessor |
| Type | class |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Public/MassReplicationProcessor.h |
| Include Path | #include "MassReplicationProcessor.h" |
Syntax
UCLASS (MinimalAPI)
class UMassReplicationProcessor : public UMassProcessor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMassProcessor → UMassReplicationProcessor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMassReplicationProcessor() |
MassReplicationProcessor.h |
Functions
Public
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void PrepareExecution
(
FMassEntityManager& EntityManager |
MassReplicationProcessor.h |
Overridden from UMassProcessor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConfigureQueries
(
const TSharedRef< FMassEntityManager >& EntityManager |
MassReplicationProcessor.h | ||
virtual void Execute
(
FMassEntityManager& EntityManager, |
MassReplicationProcessor.h | ||
virtual void InitializeInternal
(
UObject& Owner, |
MassReplicationProcessor.h |