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Stores per-connection copies of a main actor list. Skips and removes elements from per connection list that are fully dormant
| Name | UReplicationGraphNode_DormancyNode |
| Type | class |
| Header File | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h |
| Include Path | #include "ReplicationGraph.h" |
Syntax
UCLASS (MinimalAPI)
class UReplicationGraphNode_DormancyNode : public UReplicationGraphNode_ActorList
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UReplicationGraphNode → UReplicationGraphNode_ActorList → UReplicationGraphNode_DormancyNode
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FConnectionDormancyNodeFunction | TFunction< void(UReplicationGraphNode_ConnectionDormancyNode *)> | Function called on every ConnectionDormancyNode in our list | ReplicationGraph.h |
| FConnectionDormancyNodeMap | TSortedMap< FRepGraphConnectionKey, UReplicationGraphNode_ConnectionDormancyNode * > | ReplicationGraph.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaxZForConnection | FVector::FReal | Connection Z location has to be < this for ConnectionsNodes to be made. | ReplicationGraph.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ConnectionNodes | FConnectionDormancyNodeMap | ReplicationGraph.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddDormantActor
(
const FNewReplicatedActorInfo& ActorInfo, |
ReplicationGraph.h | ||
void ConditionalGatherDormantDynamicActors
(
FActorRepListRefView& RepList, |
ReplicationGraph.h | ||
UReplicationGraphNode_ConnectionDormancyNode * GetConnectionNode
(
const FConnectionGatherActorListParameters& Params |
ReplicationGraph.h | ||
UReplicationGraphNode_ConnectionDormancyNode * GetExistingConnectionNode
(
const FConnectionGatherActorListParameters& Params |
ReplicationGraph.h | ||
void OnActorDormancyFlush
(
FActorRepListType Actor, |
ReplicationGraph.h | ||
void RemoveDormantActor
(
const FNewReplicatedActorInfo& ActorInfo, |
ReplicationGraph.h | ||
void RenameDormantActor
(
const FRenamedReplicatedActorInfo& ActorInfo |
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 |