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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
References
Module | ReplicationGraph |
Header | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h |
Include | #include "ReplicationGraph.h" |
Syntax
UCLASS&40;&41;
class UReplicationGraphNode_ActorList : public UReplicationGraphNode
Remarks
A Node that contains ReplicateActorLists. This contains 1 "base" list and a TArray of lists that are conditioned on a streaming level being loaded.
Variables
Type | Name | Description | |
---|---|---|---|
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FActorRepListRefView | ReplicationActorList | The base list that most actors will go in |
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FStreamingLevelActorListCollection | StreamingLevelCollection | A collection of lists that streaming actors go in |
Functions
Type | Name | Description | |
---|---|---|---|
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void | DeepCopyActorListsFrom
(
const UReplicationGraphNode_ActorList* Source |
Copies the contents of Source into this node. |
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void | LogActorList
(
FReplicationGraphDebugInfo& DebugInfo |
Just logs our ReplicationActorList and StreamingLevelCollection (not our child nodes). |
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bool | RemoveNetworkActorFast
(
const FNewReplicatedActorInfo& ActorInfo |
Removes the actor very quickly but breaks the list order |
Overridden from UReplicationGraphNode
Type | Name | Description | |
---|---|---|---|
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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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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 | TearDown () |
Mark the node and all its children PendingKill |
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void | Verify the validity of any potentially stale actor pointers. Used for debugging. |