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API > API/Plugins > API/Plugins/ReplicationGraph
| Name | UReplicationGraphNode_AlwaysRelevant |
| Type | class |
| Header File | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h |
| Include Path | #include "ReplicationGraph.h" |
Syntax
UCLASS (MinimalAPI)
class UReplicationGraphNode_AlwaysRelevant : public UReplicationGraphNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UReplicationGraphNode → UReplicationGraphNode_AlwaysRelevant
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UReplicationGraphNode_AlwaysRelevant() |
ReplicationGraph.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddAlwaysRelevantClass
(
UClass* Class |
ReplicationGraph.h |
Overridden from UReplicationGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GatherActorListsForConnection
(
const FConnectionGatherActorListParameters& Params |
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 PrepareForReplication() |
Called once per frame prior to replication ONLY on root nodes (nodes created via UReplicationGraph::CreateNode) has RequiresPrepareForReplicationCall=true | ReplicationGraph.h |