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API > API/Plugins > API/Plugins/ReplicationGraph
| Name | UReplicationGraphNode_GridSpatialization2D |
| Type | class |
| Header File | /Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h |
| Include Path | #include "ReplicationGraph.h" |
Syntax
UCLASS (MinimalAPI)
class UReplicationGraphNode_GridSpatialization2D : public UReplicationGraphNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UReplicationGraphNode → UReplicationGraphNode_GridSpatialization2D
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UReplicationGraphNode_GridSpatialization2D() |
ReplicationGraph.h |
Structs
| Name | Remarks |
|---|---|
| FActorCellInfo | |
| FCachedDynamicActorInfo | |
| FCachedStaticActorInfo | |
| FPendingStaticActors | Static spatialized actors that were not fully initialized when registering with this node. We differ their placement in the grid until the next frame. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDestroyDormantDynamicActors | bool | When enabled the RepGraph tells clients to destroy dormant dynamic actors when they go out of relevancy. | ReplicationGraph.h | |
| CellSize | float | ReplicationGraph.h | ||
| ConnectionMaxZ | double | ReplicationGraph.h | ||
| CreateCellNodeOverride | TFunction< UReplicationGraphNode_GridCell *(UReplicationGraphNode_GridSpatialization2D *Parent)> | Allow graph to override function for creating cell nodes in this grid. | ReplicationGraph.h | |
| DebugActorNames | TArray< FString > | ReplicationGraph.h | ||
| DestroyDormantDynamicActorsCellTTL | int32 | How many frames dormant actors should be outside relevancy range to be destroyed. | ReplicationGraph.h | |
| ReplicatedDormantDestructionInfosPerFrame | int32 | Optimization to spread cost over multiple frames. | ReplicationGraph.h | |
| SpatialBias | FVector2D | ReplicationGraph.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bNeedsRebuild | bool | ReplicationGraph.h | ||
| ClassRebuildDenyList | TClassMap< bool > | Classmap of actor classes which CANNOT force a rebuild of the spatialization tree. They will be clamped instead. E.g, projectiles. | ReplicationGraph.h | |
| DynamicSpatializedActors | TMap< FActorRepListType, FCachedDynamicActorInfo > | ReplicationGraph.h | ||
| GatheredActors | FActorRepListRefView | This is a reused FActorRepListRefView for gathering actors for dormancy cleanup. Just to prevent using a stack based FActorRepListRefView or static/reset patten. | ReplicationGraph.h | |
| GatheredNodes | TArray< UReplicationGraphNode_GridCell * > | This is a reused TArray for gathering actor nodes. Just to prevent using a stack based TArray everywhere or static/reset patten. | ReplicationGraph.h | |
| Grid | TArray< TArray< UReplicationGraphNode_GridCell * > > | ReplicationGraph.h | ||
| GridBounds | FBox | Optional value to limit the grid to a specific region. | ReplicationGraph.h | |
| PendingStaticSpatializedActors | TArray< FPendingStaticActors > | ReplicationGraph.h | ||
| StaticSpatializedActors | TMap< FActorRepListType, FCachedStaticActorInfo > | ReplicationGraph.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddActor_Dormancy
(
const FNewReplicatedActorInfo& ActorInfo, |
ReplicationGraph.h | ||
void AddActor_Dynamic
(
const FNewReplicatedActorInfo& ActorInfo, |
ReplicationGraph.h | ||
void AddActor_Static
(
const FNewReplicatedActorInfo& ActorInfo, |
ReplicationGraph.h | ||
void AddToClassRebuildDenyList
(
UClass* Class |
Marks a class as preventing spatial rebuilds when an instance leaves the grid. | ReplicationGraph.h | |
void ForceRebuild() |
ReplicationGraph.h | ||
virtual 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. | ReplicationGraph.h | |
void RemoveActor_Dormancy
(
const FNewReplicatedActorInfo& ActorInfo |
ReplicationGraph.h | ||
void RemoveActor_Dynamic
(
const FNewReplicatedActorInfo& ActorInfo |
ReplicationGraph.h | ||
void RemoveActor_Static
(
const FNewReplicatedActorInfo& ActorInfo |
ReplicationGraph.h | ||
void RenameActor_Dormancy
(
const FRenamedReplicatedActorInfo& ActorInfo |
ReplicationGraph.h | ||
void RenameActor_Dynamic
(
const FRenamedReplicatedActorInfo& ActorInfo |
ReplicationGraph.h | ||
void RenameActor_Static
(
const FRenamedReplicatedActorInfo& ActorInfo |
ReplicationGraph.h | ||
void SetBiasAndGridBounds
(
const FBox& GridBox |
When the GridBounds is set we limit the creation of cells to be exclusively inside the passed region. | ReplicationGraph.h |
Overridden from UReplicationGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GatherActorListsForConnection
(
const FConnectionGatherActorListParameters& Params |
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 PrepareForReplication() |
Called once per frame prior to replication ONLY on root nodes (nodes created via UReplicationGraph::CreateNode) has RequiresPrepareForReplicationCall=true | ReplicationGraph.h | |
virtual void Serialize
(
FArchive& Ar |
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 |
|---|---|---|---|
virtual void AddActorInternal_Dynamic
(
const FNewReplicatedActorInfo& ActorInfo |
For adding new actor to the graph | ReplicationGraph.h | |
virtual void AddActorInternal_Static
(
const FNewReplicatedActorInfo& ActorInfo, |
ReplicationGraph.h | ||
virtual void AddActorInternal_Static_Implementation
(
const FNewReplicatedActorInfo& ActorInfo, |
ReplicationGraph.h | ||
virtual void RemoveActorInternal_Dynamic
(
const FNewReplicatedActorInfo& Actor |
ReplicationGraph.h | ||
virtual void RemoveActorInternal_Static
(
const FNewReplicatedActorInfo& Actor, |
ReplicationGraph.h |