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Unreal Engine C++ API Reference > Plugins > ReplicationGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UReplicationDriver
- UReplicationGraph
- UBasicReplicationGraph
References
Module | ReplicationGraph |
Header | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/BasicReplicationGraph.h |
Include | #include "BasicReplicationGraph.h" |
Syntax
UCLASS&40;Transient, Config&61;Engine&41;
class UBasicReplicationGraph : public UReplicationGraph
Remarks
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"
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< TObjectPtr< AActor > > | ActorsWithoutNetConnection | Actors that are only supposed to replicate to their owning connection, but that did not have a connection on spawn |
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TArray< FConnectionAlwaysRelevantNodePair > | AlwaysRelevantForConnectionList | |
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TObjectPtr< UReplicationGraphNode_ActorList > | AlwaysRelevantNode | |
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TObjectPtr< UReplicationGraphNode_GridSpatialization2D > | GridNode |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
---|---|---|---|
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UReplicationGraphNode_AlwaysRelevant_ForConnection * | GetAlwaysRelevantNodeForConnection
(
UNetConnection* Connection |
Overridden from UReplicationGraph
Type | Name | Description | |
---|---|---|---|
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void | InitConnectionGraphNodes
(
UNetReplicationGraphConnection* ConnectionManager |
Override this function to init/configure graph for a specific connection. |
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void | Override this function to initialize the per-class data for replication | |
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void | Override this function to init/configure your project's Global Graph | |
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void | RouteAddNetworkActorToNodes
(
const FNewReplicatedActorInfo& ActorInfo, |
|
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void | RouteRemoveNetworkActorToNodes
(
const FNewReplicatedActorInfo& ActorInfo |
Overridden from UReplicationDriver
Type | Name | Description | |
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int32 | ServerReplicateActors
(
float DeltaSeconds |
The main function that will actually replicate actors. Called every server tick. |