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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/ReplicationGraph.h |
Include | #include "ReplicationGraph.h" |
Syntax
UCLASS&40;Transient, Config&61;Engine&41;
class UReplicationGraph : public UReplicationDriver
Remarks
Manages actor replication for an entire world / net driver
Variables
Type | Name | Description | |
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TSet< AActor * > | ActiveNetworkActors | The authoritative set of "what actors are in the graph" |
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bool | bEnableFullActorPrioritizationDetailsAllConnections | |
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TArray< TObjectPtr< UNetReplicationGraphConnection > > | Connections | List of connection managers. This list is not sorted and not stable. |
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TArray< UNetConnection * > | ConnectionsNeedingsPostTickDispatchFlush | Connections needing a FlushNet in PostTickDispatch |
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FReplicationGraphCSVTracker | CSVTracker | |
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float | DestructInfoMaxDistanceSquared | The max distance between an FActorDestructionInfo and a connection that we will replicate. |
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FFastSharedPathConstants | FastSharedPathConstants | |
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FOutBunch * | FastSharedReplicationBunch | |
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UActorChannel * | FastSharedReplicationChannel | |
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FName | FastSharedReplicationFuncName | |
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uint32 | GlobalActorChannelFrameNumTimeout | How long, in frames, without replicating before an actor channel is closed on a connection. |
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FGlobalActorReplicationInfoMap | GlobalActorReplicationInfoMap | |
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TArray< TObjectPtr< UReplicationGraphNode > > | GlobalGraphNodes | A list of nodes that can add actors to all connections. |
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TSharedPtr< FReplicationGraphGlobalData > | GraphGlobals | |
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TObjectPtr< UNetDriver > | NetDriver | |
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TArray< TObjectPtr< UNetReplicationGraphConnection > > | PendingConnections | ConnectionManagers that we have created but haven't officially been added to the net driver's ClientConnection list. |
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TArray< TObjectPtr< UReplicationGraphNode > > | PrepareForReplicationNodes | A list of nodes that want PrepareForReplication() to be called on them at the top of the replication frame. |
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FPrioritizationConstants | PrioritizationConstants | |
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FPrioritizedRepList | PrioritizedReplicationList | Temporary List we use while prioritizing actors |
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TSubclassOf< UNetReplicationGraphConnection > | ReplicationConnectionManagerClass | The per-connection manager class to instantiate. |
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TClassMap< bool > | RPC_Multicast_OpenChannelForClass | |
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TMap< FObjectKey, FRPCSendPolicyInfo > | RPCSendPolicyMap | Special case handling of specific RPCs. Currently supports immediate send/flush for multicasts |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddConnectionGraphNode
(
UReplicationGraphNode* GraphNode, |
|
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void | AddConnectionGraphNode
(
UReplicationGraphNode* GraphNode, |
Associate a node to a specific connection. |
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void | AddGlobalGraphNode
(
UReplicationGraphNode* GraphNode |
Add a global node to the root that will have a chance to emit actor rep lists for all connections |
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void | AddReplayViewers
(
UNetConnection* NetConnection, |
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void | CollectRepListStats
(
FActorRepListStatCollector& StatCollector |
|
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AReplicationGraphDebugActor * | ||
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T * | CreateNewNode
(
FName NodeBaseName |
Creates a new node for the graph with a given base name. |
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T * | Creates a new node for the graph. | |
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void | DebugPrintCullDistances
(
UNetReplicationGraphConnection* SpecificConnection |
Print the Net Culling Distance of all actors in the RepGraph. |
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UNetReplicationGraphConnection * | FindConnectionManager
(
UNetConnection* NetConnection |
|
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UNetReplicationGraphConnection * | FindOrAddConnectionManager
(
UNetConnection* NetConnection |
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const TSharedPtr< FReplicationGraphGlobalData > & | ||
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uint32 | ||
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uint16 | GetReplicationPeriodFrameForFrequency
(
float NetUpdateFrequency |
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UWorld * | GetWorld () |
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void | HandleStarvedActorList
(
const UNetReplicationGraphConnection& RepGraphConnection, |
Sets the next timeout frame for the actors in the list along with their dependent actors |
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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 | InitializeForWorld
(
UWorld* World |
|
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void | InitNode
(
UReplicationGraphNode* Node |
|
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bool | IsConnectionReady
(
UNetConnection* Connection |
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void | LogConnectionGraphNodes
(
FReplicationGraphDebugInfo& DebugInfo |
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void | LogGlobalGraphNodes
(
FReplicationGraphDebugInfo& DebugInfo |
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void | LogGraph
(
FReplicationGraphDebugInfo& DebugInfo |
|
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void | ||
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void | NotifyConnectionSaturated
(
UNetReplicationGraphConnection& Connection |
|
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void | PostServerReplicateStats
(
const FFrameReplicationStats& Stats |
Event called after ServerReplicateActors to dispatch the replication stats from this frame |
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void | RemoveConnectionGraphNode
(
UReplicationGraphNode* GraphNode, |
|
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void | RemoveConnectionGraphNode
(
UReplicationGraphNode* GraphNode, |
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void | RemoveGlobalGraphNode
(
UReplicationGraphNode* GraphNode |
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void | ReplicateActorListsForConnections_Default
(
UNetReplicationGraphConnection* ConnectionManager, |
Default Replication Path |
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void | ReplicateActorListsForConnections_FastShared
(
UNetReplicationGraphConnection* ConnectionManager, |
"FastShared" Replication Path |
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void | ReplicateActorsForConnection
(
UNetConnection* NetConnection, |
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int64 | ReplicateSingleActor
(
AActor* Actor, |
|
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int64 | ReplicateSingleActor_FastShared
(
AActor* Actor, |
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void | RouteAddNetworkActorToNodes
(
const FNewReplicatedActorInfo& ActorInfo, |
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void | RouteRemoveNetworkActorToNodes
(
const FNewReplicatedActorInfo& ActorInfo |
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void | SetActorDestructionInfoToIgnoreDistanceCulling
(
AActor* DestroyedActor |
|
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void | SetActorDiscoveryBudget
(
int32 ActorDiscoveryBudgetInKBytesPerSec |
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void | SetAllCullDistanceSettingsForActor
(
const FActorRepListType& Actor, |
Sets the global and connection-specific cull distance setting of this actor |
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void | UpdateActorChannelCloseFrameNum
(
AActor* Actor, |
|
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void | ||
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void |
Overridden from UReplicationDriver
Type | Name | Description | |
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void | AddClientConnection
(
UNetConnection* NetConnection |
Called by the NetDriver when the client connection is ready/added to the NetDriver's client connection list |
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void | AddNetworkActor
(
AActor* Actor |
|
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void | FlushNetDormancy
(
AActor* Actor, |
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void | ForceNetUpdate
(
AActor* Actor |
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void | InitForNetDriver
(
UNetDriver* InNetDriver |
Called to associate a netdriver with a rep driver. |
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void | InitializeActorsInWorld
(
UWorld* InWorld |
Called after World and NetDriver have been set. |
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void | NotifyActorDormancyChange
(
AActor* Actor, |
|
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void | NotifyActorFullyDormantForConnection
(
AActor* Actor, |
|
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void | NotifyActorTearOff
(
AActor* Actor |
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void | NotifyDestructionInfoCreated
(
AActor* Actor, |
Called when a destruction info is created for an actor. |
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void | Called after the netdriver has handled TickDispatch | |
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bool | ProcessRemoteFunction
(
AActor* Actor, |
Handles an RPC. |
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void | RemoveClientConnection
(
UNetConnection* NetConnection |
|
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void | RemoveNetworkActor
(
AActor* Actor |
|
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void | ||
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int32 | ServerReplicateActors
(
float DeltaSeconds |
The main function that will actually replicate actors. Called every server tick. |
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void | SetRepDriverWorld
(
UWorld* InWorld |
Called to associate a world with a rep driver. This will be called before InitForNetDriver |
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void | SetRoleSwapOnReplicate
(
AActor* Actor, |
|
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void | TearDown () |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | Handles reading, writing, and reference collecting using FArchive. |
Classes
Type | Name | Description | |
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FFastSharedPathConstants | ||
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FFrameReplicationStats | Collects basic stats on the replicated actors | |
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FPrioritizationConstants | Prioritization Constants: these affect how the final priority of an actor is calculated in the prioritize phase |
Constants
Name | Description |
---|---|
OnListRequestExceedsPooledSize | Invoked when a rep list is requested that exceeds the size of the preallocated lists |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | HandleStarvedActorList
(
const FPrioritizedRepList& List, |
This function has been replaced with a version that needs to receive a UNetReplicationGraphConnection |