Navigation
Unreal Engine C++ API Reference > Runtime > Engine > FReplayHelper
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/ReplayHelper.h |
Include | #include "ReplayHelper.h" |
Syntax
struct FLevelStatus
Remarks
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.
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
bool | bHasBeenSeen | Whether or not we've seen replicated data for the level. Only set during playback. |
![]() |
bool | bIsReady | Whether or not the level is ready to receive streaming data. |
![]() |
int32 | LevelIndex | Level index (in AllLevelStatuses). |
![]() |
FString | LevelName | Level name. |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
FLevelStatus
(
const FString& LevelPackageName |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | CountBytes
(
FArchive& Ar |