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Prioritized List of actors to replicate. This is what we actually use to replicate actors.
| Name | FPrioritizedRepList |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraphTypes.h |
| Include Path | #include "ReplicationGraphTypes.h" |
Syntax
struct FPrioritizedRepList
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| ReplicationGraphTypes.h | |||
FPrioritizedRepList
(
const FPrioritizedRepList& Other |
ReplicationGraphTypes.h |
Structs
| Name | Remarks |
|---|---|
| FItem |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FullDebugDetails | TUniquePtr< TArray< FPrioritizedActorFullDebugDetails > > | ReplicationGraphTypes.h | ||
| Items | TArray< FItem > | ReplicationGraphTypes.h | ||
| SkippedDebugDetails | TUniquePtr< TArray< FSkippedActorFullDebugDetails > > | ReplicationGraphTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CountBytes
(
FArchive& Ar |
ReplicationGraphTypes.h | ||
FPrioritizedActorFullDebugDetails * GetNextFullDebugDetails
(
FActorRepListType Actor |
ReplicationGraphTypes.h | ||
FSkippedActorFullDebugDetails * GetNextSkippedDebugDetails
(
FActorRepListType Actor |
ReplicationGraphTypes.h | ||
void Reset() |
ReplicationGraphTypes.h |