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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FReplayHelper
Helps keeps tabs on what levels are Ready, Have Seen data, Level Name, and Index into the main status list.
A Level is not considered ready until the following criteria are met:
- UWorld::AddToWorld has been called, signifying the level is both Loaded and Visible (in the streaming sense).
- Either: No packets of data have been processed for the level (yet), OR The level has been fully fast-forwarded.
A level is marked as Seen once the replay has seen a packet marked for the level.
| Name | FLevelStatus |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/ReplayHelper.h |
| Include Path | #include "ReplayHelper.h" |
Syntax
struct FLevelStatus
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLevelStatus
(
const FString& LevelPackageName |
ReplayHelper.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasBeenSeen | bool | Whether or not we've seen replicated data for the level. Only set during playback. | ReplayHelper.h | |
| bIsReady | bool | Whether or not the level is ready to receive streaming data. | ReplayHelper.h | |
| LevelIndex | int32 | Level index (in AllLevelStatuses). | ReplayHelper.h | |
| LevelName | FString | Level name. | ReplayHelper.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CountBytes
(
FArchive& Ar |
ReplayHelper.h |