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Represents an object that is currently being replicated or handling RPCs.
| NetGUID ObjRef |
|---|
| Properties... |
| RPCs... |
| Name | FObjectReplicator |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Net/DataReplication.h |
| Include Path | #include "Net/DataReplication.h" |
Syntax
class FObjectReplicator
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FObjectReplicator() |
Net/DataReplication.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FObjectReplicator() |
Net/DataReplication.h |
Structs
| Name | Remarks |
|---|---|
| FRPCCallInfo | |
| FRPCPendingLocalCall |
Enums
Public
| Name | Remarks |
|---|---|
| ESkipRpcBehavior |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceUpdateUnmapped | uint32 | True if we need to do an unmapped check next frame. | Net/DataReplication.h | |
| bHasReplicatedProperties | uint32 | Whether or not we've already replicated properties this frame. | Net/DataReplication.h | |
| bLastUpdateEmpty | uint32 | True if last update (ReplicateActor) produced no replicated properties | Net/DataReplication.h | |
| bOpenAckCalled | uint32 | Whether or not the Actor Channel on which we're replicating has been Opened / Acked by the receiver. | Net/DataReplication.h | |
| bSentSubObjectCreation | uint32 | Is this a subobject replicator and have we sent the creation data yet. | Net/DataReplication.h | |
| ChangelistMgr | TSharedPtr< class FReplicationChangelistMgr > | Net/DataReplication.h | ||
| CheckpointRepState | TUniquePtr< FRepState > | Net/DataReplication.h | ||
| Connection | UNetConnection * | Connection this replicator was created on. | Net/DataReplication.h | |
| ObjectClass | TObjectPtr< UClass > | Net/DataReplication.h | ||
| ObjectNetGUID | FNetworkGUID | Net GUID for the object we're replicating. | Net/DataReplication.h | |
| ObjectPtr | UObject * | Net/DataReplication.h | ||
| OwningChannel | UActorChannel * | The Actor Channel that we're replicating on. This expected to be owned by Connection. | Net/DataReplication.h | |
| PendingLocalRPCs | TArray< FRPCPendingLocalCall > | Information on RPCs that have been received but not yet executed | Net/DataReplication.h | |
| ReferencedGuids | TSet< FNetworkGUID > | Net/DataReplication.h | ||
| RemoteFuncInfo | TArray< FRPCCallInfo > | Meta information on pending net RPCs (to be sent) | Net/DataReplication.h | |
| RemoteFunctions | FOutBunch * | Net/DataReplication.h | ||
| RepLayout | TSharedPtr< FRepLayout > | Net/DataReplication.h | ||
| RepState | TUniquePtr< FRepState > | Net/DataReplication.h | ||
| TrackedGuidMemoryBytes | int32 | The amount of memory (in bytes) that we're using to track Unmapped GUIDs. | Net/DataReplication.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCanUseNonDirtyOptimization | uint32 | Whether or not this object replicator is eligible to skip replication calls based on simple flag checks. | Net/DataReplication.h | |
| bDirtyForReplay | uint32 | Used to track if we've replicated this object into a checkpoint | Net/DataReplication.h | |
| bSupportsFastArrayDelta | uint32 | Whether or not we are going to use Fast Array Delta Struct Delta Serialization. | Net/DataReplication.h | |
| PendingTransactionalRPCs | TArray< FRPCPendingLocalCall > | These are RPCs that are saved so that they may be executed transactionally at a later time | Net/DataReplication.h | |
| WeakObjectPtr | TWeakObjectPtr< UObject > | Net/DataReplication.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CallRepNotifies
(
bool bSkipIfChannelHasQueuedBunches |
Net/DataReplication.h | ||
bool CanSkipUpdate
(
FReplicationFlags Flags |
Net/DataReplication.h | ||
void CleanUp() |
Net/DataReplication.h | ||
void CountBytes
(
FArchive& Ar |
Net/DataReplication.h | ||
void ExecutePendingTransactionalRPCs () |
Execute any pending RPCs meant to be done within an AutoRTFM transaction. | Net/DataReplication.h | |
void ForceRefreshUnreliableProperties() |
Net/DataReplication.h | ||
UObject * GetObject() |
Net/DataReplication.h | ||
TWeakObjectPtr< UObject > GetWeakObjectPtr() |
Net/DataReplication.h | ||
void InitRecentProperties
(
uint8* Source |
Recent/dirty related functionsUtility function to make a copy of the net properties | Net/DataReplication.h | |
void InitWithObject
(
UObject* InObject, |
Net/DataReplication.h | ||
bool IsDirtyForReplay() |
Net/DataReplication.h | ||
bool MoveMappedObjectToUnmapped
(
const FNetworkGUID& GUID |
Net/DataReplication.h | ||
void PostNetReceive() |
Net/DataReplication.h | ||
void PostReceivedBunch() |
Net/DataReplication.h | ||
void PostSendBunch
(
FPacketIdRange& PacketRange, |
Net/DataReplication.h | ||
void PreNetReceive() |
Net/DataReplication.h | ||
| Net/DataReplication.h | |||
| Net/DataReplication.h | |||
bool ReadyForDormancy
(
bool bDebug |
Net/DataReplication.h | ||
bool ReceivedBunch
(
FNetBitReader& Bunch, |
Net/DataReplication.h | ||
void ReceivedNak
(
int32 NakPacketId |
Packet was dropped | Net/DataReplication.h | |
bool ReceivedRPC
(
FNetBitReader& Reader, |
Net/DataReplication.h | ||
bool ReceivedRPC
(
FNetBitReader& Reader, |
Net/DataReplication.h | ||
void ReleaseStrongReference() |
Net/DataReplication.h | ||
void ReplicateCustomDeltaProperties
(
FNetBitWriter& Bunch, |
Net/DataReplication.h | ||
bool ReplicateProperties
(
FOutBunch& Bunch, |
Net/DataReplication.h | ||
bool ReplicateProperties
(
FOutBunch& Bunch, |
Net/DataReplication.h | ||
bool ReplicateProperties_r
(
FOutBunch& Bunch, |
Replicates properties to the Bunch. Returns true if it wrote anything | Net/DataReplication.h | |
void ResetReplayDirtyTracking() |
Net/DataReplication.h | ||
bool SendCustomDeltaProperty
(
UObject* InObject, |
Net/DataReplication.h | ||
void SetObject
(
UObject* NewObj |
Net/DataReplication.h | ||
void StartBecomingDormant() |
Net/DataReplication.h | ||
void StartReplicating
(
UActorChannel* InActorChannel |
Net/DataReplication.h | ||
void StopReplicating
(
UActorChannel* InActorChannel |
Net/DataReplication.h | ||
void UpdateGuidToReplicatorMap() |
Net/DataReplication.h | ||
void UpdateUnmappedObjects
(
bool& bOutHasMoreUnmapped |
Net/DataReplication.h | ||
bool ValidateAgainstState
(
const UObject* ObjectState |
Takes Data, and compares against shadow state to log differences | Net/DataReplication.h | |
void WritePropertyHeaderAndPayload
(
UObject* Object, |
Net/DataReplication.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Net/DataReplication.h |