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Unreal Engine C++ API Reference > Plugins > ReplicationGraph
References
Module | ReplicationGraph |
Header | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraphTypes.h |
Include | #include "ReplicationGraphTypes.h" |
Syntax
struct FConnectionReplicationActorInfo
Remarks
Per-Actor data that is stored per connection
Variables
Type | Name | Description | |
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uint32 | ActorChannelCloseFrameNum | The frame num that we will close the actor channel. |
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uint8: 1 | bDormantOnConnection | |
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uint8: 1 | bForceCullDistanceToZero | When enabled: GetCullDistance() and GetCullDistanceSquared() will return 0.0f. |
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uint8: 1 | bGridSpatilization_AlreadyDormant | Used as an optimization when doing 2D Grid Spatilization, prevents replicating the dormancy of the same actor twice in splitscreen evaluations. |
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uint8: 1 | bTearOff | |
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UActorChannel * | Channel | |
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uint32 | FastPath_LastRepFrameNum | |
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uint32 | FastPath_NextReplicationFrameNum | The last frame that this actor replicated on to this connection FastPath versions of the above |
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uint16 | FastPath_ReplicationPeriodFrame | |
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uint32 | LastRepFrameNum | The next frame we are allowed to replicate on |
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uint32 | NextReplicationFrameNum | Default replication |
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uint16 | ReplicationPeriodFrame | Min frames that have to pass between subsequent calls to ReplicateActor |
Constructors
Type | Name | Description | |
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FConnectionReplicationActorInfo
(
const FGlobalActorReplicationInfo& GlobalInfo |
Functions
Type | Name | Description | |
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float | ||
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float | ||
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void | LogDebugString
(
FOutputDevice& Ar |
|
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void | Resets the data, except for the "settings" data that we pulled from GlobalInfo | |
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void | SetCullDistanceSquared
(
float InCullDistanceSquared |