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Unreal Engine C++ API Reference > Runtime > Engine > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
Include | #include "Engine/EngineTypes.h" |
Syntax
struct FReplicationFlags
Remarks
Structure to hold and pass around transient flags used during replication.
Variables
Type | Name | Description | |
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union FReplicationFlags | ||
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uint32: 1 | bClientReplay | True if this actor is replicating on a replay connection on a game client. |
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uint32: 1 | bForceInitialDirty | True if we should force all properties dirty on initial replication. |
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uint32: 1 | bIgnoreRPCs | True if this actor's RPCs should be ignored. |
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uint32: 1 | bNetInitial | True if this is the initial network update for the replicating actor. |
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uint32: 1 | bNetOwner | True if replicating actor is owned by the player controller on the target machine. |
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uint32: 1 | bNetSimulated | True if this is actor is RemoteRole simulated. |
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uint32: 1 | bReplay | True if this actor is replicating on a replay connection. |
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uint32: 1 | bRepPhysics | True if this is actor's ReplicatedMovement.bRepPhysics flag is true. |
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uint32: 1 | bRolesOnly | True if we should only compare role properties in CompareProperties |
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uint32: 1 | bSerializePropertyNames | True if we should serialize property names instead of handles. |
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uint32: 1 | bSkipRoleSwap | True if we should not swap the role and remote role of this actor when receiving properties. |
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uint32: 1 | bUseCustomSubobjectReplication | True if a subclass of UActorChannel needs custom subobject replication |
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uint32: 16 | CondDynamicChangeCounter | COND_Dynamic change counter in order to force rebuilding conditionals when appropriate. |
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uint32: 4 | Padding0 | Padding bits to align to a 16-bit boundary. NOTE: Need to be adjusted if adding/removing bitfields. |
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uint32 | Value |
Constructors
Type | Name | Description | |
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