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FReplicationChangelistMgr manages a list of change lists for a particular replicated object that have occurred since the object started replicating Once the history is completely full, the very first changelist will then be merged with the next one (freeing a slot) This way we always have the entire history for join in progress players This information is then used by all connections, to share the compare work needed to determine what to send each connection Connections will send any changelist that is new since the last time the connection checked
| Name | FReplicationChangelistMgr |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Net/RepLayout.h |
| Include Path | #include "Net/RepLayout.h" |
Syntax
class FReplicationChangelistMgr : public FNoncopyable
Inheritance Hierarchy
- FNoncopyable → FReplicationChangelistMgr
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FReplicationChangelistMgr
(
const TSharedRef< const FRepLayout >& InRepLayout, |
Net/RepLayout.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FReplicationChangelistMgr() |
Net/RepLayout.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LastInitialReplicationFrame | uint32 | Net/RepLayout.h | ||
| LastReplicationFrame | uint32 | Net/RepLayout.h | ||
| RepChangelistState | FRepChangelistState | Net/RepLayout.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CountBytes
(
FArchive& Ar |
Net/RepLayout.h | ||
| Net/RepLayout.h | |||
const FRepChangelistState * GetRepChangelistState () |
Net/RepLayout.h |