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A Node that contains ReplicateActorLists. This contains multiple buckets for non streaming level actors and will pull from each bucket on alternating frames. It is a way to broadly load balance.
| Name | UReplicationGraphNode_ActorListFrequencyBuckets |
| Type | class |
| Header File | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h |
| Include Path | #include "ReplicationGraph.h" |
Syntax
UCLASS (MinimalAPI)
class UReplicationGraphNode_ActorListFrequencyBuckets : public UReplicationGraphNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UReplicationGraphNode → UReplicationGraphNode_ActorListFrequencyBuckets
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UReplicationGraphNode_ActorListFrequencyBuckets() |
ReplicationGraph.h |
Structs
| Name | Remarks |
|---|---|
| FSettings |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DefaultSettings | FSettings | Default settings for all nodes. | ReplicationGraph.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Settings | TSharedPtr< FSettings > | Settings for this specific node. If not set we will fallback to the static/global DefaultSettings | ReplicationGraph.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FSettings & GetSettings() |
ReplicationGraph.h | ||
void SetNonStreamingCollectionSize
(
const int32 NewSize |
ReplicationGraph.h |
Overridden from UReplicationGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GatherActorListsForConnection
(
const FConnectionGatherActorListParameters& Params |
ReplicationGraph.h | ||
virtual void GetAllActorsInNode_Debugging
(
TArray< FActorRepListType >& OutArray |
Debugging only function to return a normal TArray of actor rep list (for logging, debug UIs, etc) | ReplicationGraph.h | |
virtual void LogNode
(
FReplicationGraphDebugInfo& DebugInfo, |
ReplicationGraph.h | ||
virtual bool NotifyActorRenamed
(
const FRenamedReplicatedActorInfo& Actor, |
If Net.RepGraph.HandleDynamicActorRename is enabled, this is called when a dynamic actor is changing its outer. | ReplicationGraph.h | |
virtual void NotifyAddNetworkActor
(
const FNewReplicatedActorInfo& Actor |
Called when a network actor is spawned or an actor changes replication status | ReplicationGraph.h | |
virtual bool NotifyRemoveNetworkActor
(
const FNewReplicatedActorInfo& Actor, |
Called when a networked actor is being destroyed or no longer wants to replicate | ReplicationGraph.h | |
virtual void NotifyResetAllNetworkActors () |
Called when world changes or when all subclasses should dump any persistent data/lists about replicated actors here. | ReplicationGraph.h | |
virtual void OnCollectActorRepListStats
(
FActorRepListStatCollector& StatsCollector |
Implement this to visit any FActorRepListRefView and FStreamingLevelActorListCollection your node implemented. | ReplicationGraph.h | |
virtual void Serialize
(
FArchive& Ar |
ReplicationGraph.h | ||
virtual void TearDown() |
Mark the node and all its children PendingKill | ReplicationGraph.h | |
virtual void VerifyActorReferencesInternal() |
Verify the validity of any potentially stale actor pointers. Used for debugging. | ReplicationGraph.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CheckRebalance() |
ReplicationGraph.h |