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Unreal Engine C++ API Reference > Plugins > ReplicationGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UReplicationGraphNode
- UReplicationGraphNode_GridSpatialization2D
References
Module | ReplicationGraph |
Header | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h |
Include | #include "ReplicationGraph.h" |
Syntax
UCLASS&40;&41;
class UReplicationGraphNode_GridSpatialization2D : public UReplicationGraphNode
Variables
Type | Name | Description | |
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bool | bDestroyDormantDynamicActors | When enabled the RepGraph tells clients to destroy dormant dynamic actors when they go out of relevancy. |
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float | CellSize | |
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double | ConnectionMaxZ | |
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TFunction< UReplicationGraphNode_GridCell *(UReplicationGraphNode_GridSpatialization2D *Pare... | CreateCellNodeOverride | Allow graph to override function for creating cell nodes in this grid. |
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TArray< FString > | DebugActorNames | |
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int32 | DestroyDormantDynamicActorsCellTTL | How many frames dormant actors should be outside relevancy range to be destroyed. |
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int32 | ReplicatedDormantDestructionInfosPerFrame | Optimization to spread cost over multiple frames. |
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FVector2D | SpatialBias |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddActor_Dormancy
(
const FNewReplicatedActorInfo& ActorInfo, |
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void | AddActor_Dynamic
(
const FNewReplicatedActorInfo& ActorInfo, |
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void | AddActor_Static
(
const FNewReplicatedActorInfo& ActorInfo, |
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void | AddActorInternal_Dynamic
(
const FNewReplicatedActorInfo& ActorInfo |
For adding new actor to the graph |
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void | AddActorInternal_Static
(
const FNewReplicatedActorInfo& ActorInfo, |
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void | AddActorInternal_Static_Implementation
(
const FNewReplicatedActorInfo& ActorInfo, |
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void | AddToClassRebuildDenyList
(
UClass* Class |
Marks a class as preventing spatial rebuilds when an instance leaves the grid. |
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void | ForceRebuild () |
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void | NotifyActorCullDistChange
(
AActor* Actor, |
Called if cull distance changes. Note the caller must update Global/Connection actor rep infos. This just changes cached state within this node. |
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void | RemoveActor_Dormancy
(
const FNewReplicatedActorInfo& ActorInfo |
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void | RemoveActor_Dynamic
(
const FNewReplicatedActorInfo& ActorInfo |
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void | RemoveActor_Static
(
const FNewReplicatedActorInfo& ActorInfo |
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void | RemoveActorInternal_Dynamic
(
const FNewReplicatedActorInfo& Actor |
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void | RemoveActorInternal_Static
(
const FNewReplicatedActorInfo& Actor, |
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void | SetBiasAndGridBounds
(
const FBox& GridBox |
When the GridBounds is set we limit the creation of cells to be exclusively inside the passed region. |
Overridden from UReplicationGraphNode
Type | Name | Description | |
---|---|---|---|
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void | GatherActorListsForConnection
(
const FConnectionGatherActorListParameters& Params |
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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 | Called once per frame prior to replication ONLY on root nodes (nodes created via UReplicationGraph::CreateNode) has RequiresPrepareForReplicationCall=true | |
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void | Verify the validity of any potentially stale actor pointers. Used for debugging. |