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References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/NetworkObjectList.h |
Include | #include "Engine/NetworkObjectList.h" |
Syntax
class FNetworkObjectList
Remarks
Stores the list of replicated actors for a given UNetDriver.
Functions
Type | Name | Description | |
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void | AddInitialObjects
(
UWorld*const World, |
Adds replicated actors in World to the internal set of replicated actors. |
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void | ClearRecentlyDormantConnection
(
AActor*const Actor, |
Removes the recently dormant status from the passed in connection |
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void | CountBytes
(
FArchive& Ar |
|
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TSharedPtr< FNetworkObjectInfo > | Attempts to find the Actor's FNetworkObjectInfo. | |
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const TSharedPtr< FNetworkObjectInfo > | Attempts to find the Actor's FNetworkObjectInfo. | |
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TSharedPtr< FNetworkObjectInfo > * | FindOrAdd
(
AActor*const Actor, |
Attempts to find the Actor's FNetworkObjectInfo. |
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void | FlushDormantActors
(
UNetConnection*const Connection, |
Marks any actors in the given package/level active if they were fully dormant or dormant for the passed in connection |
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void | ForceActorRelevantNextUpdate
(
AActor*const Actor, |
Force this actor to be relevant for at least one update |
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const FNetworkObjectSet & | Returns a const reference to the active set of tracked actors. | |
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const FNetworkObjectSet & | Returns a const reference to the entire set of tracked actors. | |
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const FNetworkObjectSet & | Returns a const reference to the entire set of dormant actors. | |
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int32 | GetNumDormantActorsForConnection
(
UNetConnection*const Connection |
|
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void | Does the necessary house keeping when a new connection is added When a new connection is added, we must add all objects back to the active list so the new connection will process it Once the objects is dormant on that connection, it will then be removed from the active list again | |
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bool | MarkActive
(
AActor*const Actor, |
Marks this object as active for the passed in connection |
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void | MarkDirtyForReplay
(
AActor*const Actor |
Marks this object dirty for replays using delta checkpoints |
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void | MarkDormant
(
AActor*const Actor, |
Marks this object as dormant for the passed in connection |
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void | OnActorDestroyed
(
AActor* DestroyedActor |
Called when the netdriver gets notified that an actor is destroyed |
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void | OnActorIsTraveling
(
AActor* TravelingAtor |
Called when a replicated actor is about to be carried from one world to another |
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void | Called when seamless traveling is almost done just before we initialize the new world | |
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void | Removes actor from the internal list, and any cleanup that is necessary (i.e. resetting dormancy state) | |
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void | Reset () |
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void | Clears all state related to dormancy | |
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void |
Classes
Type | Name | Description | |
---|---|---|---|
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FSubObjectChannelReference | Keeps track of the number of channels that have replicated a subobject. | |
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FSubObjectChannelRefKeyFuncs | Key definitions for TSet that works with invalided weak pointers |
Typedefs
Name | Description |
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FNetworkObjectSet |