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Removes dormant (on connection) actors from its rep lists
| Name | UReplicationGraphNode_ConnectionDormancyNode |
| Type | class |
| Header File | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h |
| Include Path | #include "ReplicationGraph.h" |
Syntax
UCLASS (MinimalAPI)
class UReplicationGraphNode_ConnectionDormancyNode : public UReplicationGraphNode_ActorList
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UReplicationGraphNode → UReplicationGraphNode_ActorList → UReplicationGraphNode_ConnectionDormancyNode
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| NumFramesUntilObsolete | uint32 | ReplicationGraph.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ConnectionOwner | FRepGraphConnectionKey | ReplicationGraph.h | ||
| LastGatheredFrame | uint32 | ReplicationGraph.h | ||
| RemovedStreamingLevelActorListCollection | FStreamingLevelActorListCollection | Tracks actors we've removed in this per-connection node, so that we can restore them if the streaming level is unloaded and reloaded. | ReplicationGraph.h | |
| TrickleStartCounter | int32 | ReplicationGraph.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitConnectionNode
(
const FRepGraphConnectionKey& InConnectionOwner, |
ReplicationGraph.h | ||
bool IsNodeObsolete
(
uint32 CurrentFrame |
ReplicationGraph.h | ||
void NotifyActorDormancyFlush
(
FActorRepListType Actor |
ReplicationGraph.h | ||
void OnClientVisibleLevelNameAdd
(
FName LevelName, |
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 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 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 |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void SetNumFramesUntilObsolete
(
uint32 NumFrames |
This setting determines the number of frames from the last Gather call when we consider a node obsolete. | ReplicationGraph.h |