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Holds deep copies of replicated property data for objects. The term "shadow data" is often used in code to refer to memory stored in one of these buffers. Note, dynamic memory allocated by the properties (such as Arrays or Maps) will still be dynamically allocated elsewhere, and the buffer will hold pointers to the dynamic memory (or containers, etc.)
When necessary, use FRepShadowDataBuffer or FConstRepShadowDataBuffer to wrap this object's data. Never use FRepObjectDataBuffer or FConstRepObjectDataBuffer as the shadow memory layout is not guaranteed to match an object's layout.
| Name | FRepStateStaticBuffer |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Net/RepLayout.h |
| Include Path | #include "Net/RepLayout.h" |
Syntax
struct FRepStateStaticBuffer : public FNoncopyable
Inheritance Hierarchy
- FNoncopyable → FRepStateStaticBuffer
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRepStateStaticBuffer
(
const TSharedRef< const FRepLayout >& InRepLayout |
Net/RepLayout.h | ||
FRepStateStaticBuffer
(
FRepStateStaticBuffer&& InStaticBuffer |
Net/RepLayout.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FRepStateStaticBuffer() |
Net/RepLayout.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Buffer | TArray< uint8, TAlignedHeapAllocator< 16 > > | Properties will be copied in here so memory needs aligned to largest type. | Net/RepLayout.h | |
| RepLayout | TSharedRef< const FRepLayout > | Net/RepLayout.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CountBytes
(
FArchive& Ar |
Net/RepLayout.h | ||
void Empty() |
Net/RepLayout.h | ||
uint8 * GetData () |
Net/RepLayout.h | ||
const uint8 * GetData () |
Net/RepLayout.h | ||
int32 Num() |
Net/RepLayout.h |