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Unreal Engine C++ API Reference > Runtime > Engine > Engine > UNetConnection
Syntax
EResendAllDataState ResendAllDataState
Remarks
This functionality is used during replay checkpoints for example, so we can re-use the existing connection and channels to record a version of each actor and capture all properties that have changed since the actor has been alive... This will also act as if it needs to re-open all the channels, etc. NOTE - This doesn't force all exports to happen again though, it will only export new stuff, so keep that in mind.