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Stores the list of replicated actors for a given UNetDriver.
| Name | FNetworkObjectList |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/NetworkObjectList.h |
| Include Path | #include "Engine/NetworkObjectList.h" |
Syntax
class FNetworkObjectList
Structs
| Name | Remarks |
|---|---|
| FSubObjectChannelReference | Keeps track of the number of channels that have replicated a subobject. |
| FSubObjectChannelRefKeyFuncs | Key definitions for TSet that works with invalided weak pointers |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FNetworkObjectSet | TSet< TSharedPtr< FNetworkObjectInfo >, FNetworkObjectKeyFuncs > | Engine/NetworkObjectList.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveNetworkObjects | FNetworkObjectSet | Engine/NetworkObjectList.h | ||
| AllNetworkObjects | FNetworkObjectSet | Engine/NetworkObjectList.h | ||
| DormantObjectsPerConnection | TMap< TObjectKey< UNetConnection >, TMap< FName, FNetworkObjectSet > > | Engine/NetworkObjectList.h | ||
| FullyDormantObjectsByLevel | TMap< FName, FNetworkObjectSet > | Engine/NetworkObjectList.h | ||
| NumDormantObjectsPerConnection | TMap< TWeakObjectPtr< UNetConnection >, int32 > | Engine/NetworkObjectList.h | ||
| ObjectsDormantOnAllConnections | FNetworkObjectSet | Engine/NetworkObjectList.h | ||
| SeamlessTravelingObjects | FNetworkObjectSet | Store the network info of actors that travel to the new world during a seamless travel. | Engine/NetworkObjectList.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddInitialObjects
(
UWorld*const World, |
Adds replicated actors in World to the internal set of replicated actors. | Engine/NetworkObjectList.h | |
void ClearRecentlyDormantConnection
(
AActor*const Actor, |
Removes the recently dormant status from the passed in connection | Engine/NetworkObjectList.h | |
void CountBytes
(
FArchive& Ar |
Engine/NetworkObjectList.h | ||
TSharedPtr< FNetworkObjectInfo > Find
(
AActor*const Actor |
Attempts to find the Actor's FNetworkObjectInfo. | Engine/NetworkObjectList.h | |
const TSharedPtr< FNetworkObjectInfo > Find
(
const AActor*const Actor |
Engine/NetworkObjectList.h | ||
TSharedPtr< FNetworkObjectInfo > * FindOrAdd
(
AActor*const Actor, |
Attempts to find the Actor's FNetworkObjectInfo. | Engine/NetworkObjectList.h | |
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 | Engine/NetworkObjectList.h | |
void ForceActorRelevantNextUpdate
(
AActor*const Actor, |
Force this actor to be relevant for at least one update | Engine/NetworkObjectList.h | |
const FNetworkObjectSet & GetActiveObjects() |
Returns a const reference to the active set of tracked actors. | Engine/NetworkObjectList.h | |
const FNetworkObjectSet & GetAllObjects() |
Returns a const reference to the entire set of tracked actors. | Engine/NetworkObjectList.h | |
const FNetworkObjectSet & GetDormantObjectsOnAllConnections() |
Returns a const reference to the entire set of dormant actors. | Engine/NetworkObjectList.h | |
int32 GetNumDormantActorsForConnection
(
UNetConnection*const Connection |
Engine/NetworkObjectList.h | ||
void HandleConnectionAdded() |
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 | Engine/NetworkObjectList.h | |
bool MarkActive
(
AActor*const Actor, |
Marks this object as active for the passed in connection | Engine/NetworkObjectList.h | |
void MarkDirtyForReplay
(
AActor*const Actor |
Marks this object dirty for replays using delta checkpoints | Engine/NetworkObjectList.h | |
void MarkDormant
(
AActor*const Actor, |
Marks this object as dormant for the passed in connection | Engine/NetworkObjectList.h | |
void OnActorDestroyed
(
AActor* DestroyedActor |
Called when the netdriver gets notified that an actor is destroyed | Engine/NetworkObjectList.h | |
void OnActorIsTraveling
(
AActor* TravelingAtor |
Called when a replicated actor is about to be carried from one world to another | Engine/NetworkObjectList.h | |
void OnPostSeamlessTravel() |
Called when seamless traveling is almost done just before we initialize the new world | Engine/NetworkObjectList.h | |
void Remove
(
AActor*const Actor |
Removes actor from the internal list, and any cleanup that is necessary (i.e. resetting dormancy state) | Engine/NetworkObjectList.h | |
void Reset() |
Engine/NetworkObjectList.h | ||
void ResetDormancyState() |
Clears all state related to dormancy | Engine/NetworkObjectList.h | |
void ResetReplayDirtyTracking() |
Engine/NetworkObjectList.h |