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Unreal Engine C++ API Reference > Plugins > ReplicationGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UReplicationGraphNode
- UReplicationGraphNode_ActorList
- UReplicationGraphNode_AlwaysRelevant_ForConnection
- UReplicationGraphNode_ConnectionDormancyNode
- UReplicationGraphNode_DormancyNode
- UReplicationGraphNode_DynamicSpatialFrequency
- UReplicationGraphNode_GridCell
- UReplicationGraphNode_ActorListFrequencyBuckets
- UReplicationGraphNode_AlwaysRelevant
- UReplicationGraphNode_GridSpatialization2D
- UReplicationGraphNode_TearOff_ForConnection
References
Module | ReplicationGraph |
Header | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h |
Include | #include "ReplicationGraph.h" |
Syntax
UCLASS&40;Abstract, Transient, Config&61;Engine&41;
class UReplicationGraphNode : public UObject
Variables
Type | Name | Description | |
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TArray< TObjectPtr< UReplicationGraphNode > > | AllChildNodes | |
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bool | bRequiresPrepareForReplicationCall | Determines if PrepareForReplication() is called. |
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TSharedPtr< FReplicationGraphGlobalData > | GraphGlobals |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | CleanChildNodes
(
UReplicationGraphNode::NodeOrdering NodeOrder |
Remove all null and about to be destroyed nodes from our list |
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T * | Allocates and initializes ChildNode of a specific type T. | |
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T * | CreateChildNode
(
FName NodeBaseName |
Allocates and initializes ChildNode of a specific type T with a given base name. |
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void | DoCollectActorRepListStats
(
FActorRepListStatCollector& StatsCollector |
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void | GatherActorListsForConnection
(
const FConnectionGatherActorListParameters& Params |
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void | GetAllActorsInNode_Debugging
(
TArray< FActorRepListType >& OutArray |
Debugging only function to return a normal TArray of actor rep list (for logging, debug UIs, etc) |
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FString | ||
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bool | ||
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UWorld * | GetWorld () |
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void | Initialize
(
const TSharedPtr< FReplicationGraphGlobalData >& InGraphGlobals |
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void | LogNode
(
FReplicationGraphDebugInfo& DebugInfo, |
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void | NotifyAddNetworkActor
(
const FNewReplicatedActorInfo& Actor |
Called when a network actor is spawned or an actor changes replication status |
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bool | NotifyRemoveNetworkActor
(
const FNewReplicatedActorInfo& Actor, |
Called when a networked actor is being destroyed or no longer wants to replicate |
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void | Called when world changes or when all subclasses should dump any persistent data/lists about replicated actors here. | |
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void | OnCollectActorRepListStats
(
FActorRepListStatCollector& StatsCollector |
Implement this to visit any FActorRepListRefView and FStreamingLevelActorListCollection your node implemented. |
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void | Called once per frame prior to replication ONLY on root nodes (nodes created via UReplicationGraph::CreateNode) has RequiresPrepareForReplicationCall=true | |
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bool | RemoveChildNode
(
UReplicationGraphNode* OutChildNode, |
Remove a child node from our list and flag it for destruction. Returns if the node was found or not |
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void | TearDown () |
Mark the node and all its children PendingKill |
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bool | VerifyActorReference
(
const FActorRepListType& Actor |
|
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void | Debugging only function to verify referenced actors (if any) are still valid. | |
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void | Verify the validity of any potentially stale actor pointers. Used for debugging. |
Overridden from UObject
Type | Name | Description | |
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void | Handles reading, writing, and reference collecting using FArchive. |
Enums
Type | Name | Description | |
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NodeOrdering | Node removal behavior |