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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 FGlobalActorReplicationInfo
Remarks
Per-Actor data that is global for the entire Replication Graph
Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bSwapRolesOnReplicate | True if we should swap the actor role and remote role before calling ReplicateActor() |
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uint32: 1 | bWantsToBeDormant | Mirrors AActor::NetDormancy > DORM_Awake |
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uint32: 1 | bWasWorldLocClamped | Set when the object is found with an invalid world location |
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FGlobalActorReplicationEvents | Events | Events: Keep this last/at the bottom of the structure. |
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TUniquePtr< FFastSharedReplicationInfo > | FastSharedReplicationInfo | Fast Shared path data |
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uint32 | ForceNetUpdateFrame | The last time game code called ForceNetUpdate on this actor |
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uint32 | LastFlushNetDormancyFrame | Last frame FlushNetDormancy was called. |
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uint32 | LastPreReplicationFrame | Dynamic state |
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FClassReplicationInfo | Settings | Class default mirrors: state that is initialized directly from class defaults (and can be later changed on a per-actor basis) |
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FVector | WorldLocation | Cached World Location of the actor |
Constructors
Type | Name | Description | |
---|---|---|---|
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FGlobalActorReplicationInfo
(
FClassReplicationInfo& ClassInfo |
Functions
Type | Name | Description | |
---|---|---|---|
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void | CountBytes
(
FArchive& Ar |
|
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void | GatherDependentActorLists
(
const UNetReplicationGraphConnection& ConnectionManager, |
Gather the list of dependent actors filtered by the connection's level visibility |
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void | LogDebugString
(
FOutputDevice& Ar |
Typedefs
Name | Description |
---|---|
FDependantListType |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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const FGlobalActorReplicationInfo::FDependantListType & | The dependent actors are exposed via GatherDependentActorLists now. |