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Per-Actor data that is global for the entire Replication Graph
| Name | FGlobalActorReplicationInfo |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraphTypes.h |
| Include Path | #include "ReplicationGraphTypes.h" |
Syntax
struct FGlobalActorReplicationInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGlobalActorReplicationInfo
(
FClassReplicationInfo& ClassInfo |
ReplicationGraphTypes.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FDependantListType | TArray< FActorRepListType > | ReplicationGraphTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bSwapRolesOnReplicate | uint32 | True if we should swap the actor role and remote role before calling ReplicateActor() | ReplicationGraphTypes.h | |
| bWantsToBeDormant | uint32 | Mirrors AActor::NetDormancy > DORM_Awake | ReplicationGraphTypes.h | |
| bWasWorldLocClamped | uint32 | Set when the object is found with an invalid world location | ReplicationGraphTypes.h | |
| Events | FGlobalActorReplicationEvents | Events: Keep this last/at the bottom of the structure. | ReplicationGraphTypes.h | |
| FastSharedReplicationInfo | TUniquePtr< FFastSharedReplicationInfo > | Fast Shared path data | ReplicationGraphTypes.h | |
| ForceNetUpdateFrame | uint32 | The last time game code called ForceNetUpdate on this actor | ReplicationGraphTypes.h | |
| LastFlushNetDormancyFrame | uint32 | Last frame FlushNetDormancy was called. | ReplicationGraphTypes.h | |
| LastPreReplicationFrame | uint32 | Dynamic state | ReplicationGraphTypes.h | |
| Settings | FClassReplicationInfo | Class default mirrors: state that is initialized directly from class defaults (and can be later changed on a per-actor basis) | ReplicationGraphTypes.h | |
| WorldLocation | FVector | Cached World Location of the actor | ReplicationGraphTypes.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DependentActorList | FLevelBasedActorList | When this actor replicates, we replicate these actors immediately afterwards if the client has their level loaded too and the net updated frequency is not too quick | ReplicationGraphTypes.h | |
| ParentActorList | TArray< AActor * > | When this actor is added to the dependent list of a parent, track the parent here | ReplicationGraphTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CountBytes
(
FArchive& Ar |
ReplicationGraphTypes.h | ||
void GatherDependentActorLists
(
const UNetReplicationGraphConnection& ConnectionManager, |
Gather the list of dependent actors filtered by the connection's level visibility | ReplicationGraphTypes.h | |
const FGlobalActorReplicationInfo::FDependantListType & GetDependentActorList() |
ReplicationGraphTypes.h | ||
void LogDebugString
(
FOutputDevice& Ar |
ReplicationGraphTypes.h | ||
void NotifyActorRenamed
(
AActor* Actor, |
Update actor to new level | ReplicationGraphTypes.h |