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A basic implementation of replication graph. It only supports NetCullDistanceSquared, bAlwaysRelevant, bOnlyRelevantToOwner. These values cannot change per-actor at runtime. This is meant to provide a simple example implementation. More robust implementations will be required for more complex games. ShootGame is another example to check out.
To enable this via ini: [/Script/OnlineSubsystemUtils.IpNetDriver] ReplicationDriverClassName="/Script/ReplicationGraph.BasicReplicationGraph"
| Name | UBasicReplicationGraph |
| Type | class |
| Header File | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/BasicReplicationGraph.h |
| Include Path | #include "BasicReplicationGraph.h" |
Syntax
UCLASS (Transient, Config=Engine)
class UBasicReplicationGraph : public UReplicationGraph
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UReplicationDriver → UReplicationGraph → UBasicReplicationGraph
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBasicReplicationGraph() |
BasicReplicationGraph.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorsWithoutNetConnection | TArray< TObjectPtr< AActor > > | Actors that are only supposed to replicate to their owning connection, but that did not have a connection on spawn | BasicReplicationGraph.h | |
| AlwaysRelevantForConnectionList | TArray< FConnectionAlwaysRelevantNodePair > | BasicReplicationGraph.h | ||
| AlwaysRelevantNode | TObjectPtr< UReplicationGraphNode_ActorList > | BasicReplicationGraph.h | ||
| GridNode | TObjectPtr< UReplicationGraphNode_GridSpatialization2D > | BasicReplicationGraph.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UReplicationGraphNode_AlwaysRelevant_ForConnection * GetAlwaysRelevantNodeForConnection
(
UNetConnection* Connection |
BasicReplicationGraph.h |
Overridden from UReplicationGraph
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitConnectionGraphNodes
(
UNetReplicationGraphConnection* ConnectionManager |
Override this function to init/configure graph for a specific connection. | BasicReplicationGraph.h | |
virtual void InitGlobalActorClassSettings() |
Override this function to initialize the per-class data for replication | BasicReplicationGraph.h | |
virtual void InitGlobalGraphNodes() |
Override this function to init/configure your project's Global Graph | BasicReplicationGraph.h | |
virtual void RouteAddNetworkActorToNodes
(
const FNewReplicatedActorInfo& ActorInfo, |
BasicReplicationGraph.h | ||
virtual void RouteRemoveNetworkActorToNodes
(
const FNewReplicatedActorInfo& ActorInfo |
BasicReplicationGraph.h | ||
virtual int32 ServerReplicateActors
(
float DeltaSeconds |
BasicReplicationGraph.h |
Protected
Overridden from UReplicationGraph
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void RouteRenameNetworkActorToNodes
(
const FRenamedReplicatedActorInfo& ActorInfo |
Routes a rename/outer change to every global node. | BasicReplicationGraph.h |