| Actor |
AActor * |
Pointer to the replicated actor. |
Engine/NetworkObjectList.h |
|
| bDirtyForReplay |
uint8 |
Should this object be considered for replay checkpoint writes |
Engine/NetworkObjectList.h |
|
| bPendingNetUpdate |
uint8 |
Is this object still pending a full net update due to clients that weren't able to replicate the actor at the time of LastNetUpdateTime |
Engine/NetworkObjectList.h |
|
| bSwapRolesOnReplicate |
uint8 |
Should channel swap roles while calling ReplicateActor |
Engine/NetworkObjectList.h |
|
| DormantConnections |
TSet< TWeakObjectPtr< UNetConnection >, FNetConnectionKeyFuncs > |
List of connections that this actor is dormant on |
Engine/NetworkObjectList.h |
|
| ForceRelevantFrame |
uint32 |
Force this object to be considered relevant for at least one update |
Engine/NetworkObjectList.h |
|
| LastNetReplicateTime |
double |
Last absolute time in seconds since actor actually sent something during replication |
Engine/NetworkObjectList.h |
|
| LastNetUpdateTimestamp |
double |
Last time this actor was updated for replication via NextUpdateTime |
Engine/NetworkObjectList.h |
|
| NextUpdateTime |
double |
Next time to consider replicating the actor. Based on FPlatformTime::Seconds(). |
Engine/NetworkObjectList.h |
|
| OptimalNetUpdateDelta |
float |
Optimal delta between replication updates based on how frequently actor properties are actually changing |
Engine/NetworkObjectList.h |
|
| RecentlyDormantConnections |
TSet< TWeakObjectPtr< UNetConnection >, FNetConnectionKeyFuncs > |
A list of connections that this actor has recently been dormant on, but the actor doesn't have a channel open yet. |
Engine/NetworkObjectList.h |
|
| WeakActor |
TWeakObjectPtr< AActor > |
WeakPtr to actor. |
Engine/NetworkObjectList.h |
|