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Structure to hold and pass around transient flags used during replication.
| Name | FReplicationFlags |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
struct FReplicationFlags
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FReplicationFlags() |
Engine/EngineTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bClientReplay | uint32 | True if this actor is replicating on a replay connection on a game client. | Engine/EngineTypes.h | |
| bForceInitialDirty | uint32 | True if we should force all properties dirty on initial replication. | Engine/EngineTypes.h | |
| bIgnoreRPCs | uint32 | True if this actor's RPCs should be ignored. | Engine/EngineTypes.h | |
| bNetInitial | uint32 | True if this is the initial network update for the replicating actor. | Engine/EngineTypes.h | |
| bNetOwner | uint32 | True if replicating actor is owned by the player controller on the target machine. | Engine/EngineTypes.h | |
| bNetSimulated | uint32 | True if this is actor is RemoteRole simulated. | Engine/EngineTypes.h | |
| bReplay | uint32 | True if this actor is replicating on a replay connection. | Engine/EngineTypes.h | |
| bRepPhysics | uint32 | True if this is actor's ReplicatedMovement.bRepPhysics flag is true. | Engine/EngineTypes.h | |
| bRolesOnly | uint32 | True if we should only compare role properties in CompareProperties | Engine/EngineTypes.h | |
| bSerializePropertyNames | uint32 | True if we should serialize property names instead of handles. | Engine/EngineTypes.h | |
| bSkipRoleSwap | uint32 | True if we should not swap the role and remote role of this actor when receiving properties. | Engine/EngineTypes.h | |
| bUseCustomSubobjectReplication | uint32 | True if a subclass of UActorChannel needs custom subobject replication | Engine/EngineTypes.h | |
| CondDynamicChangeCounter | uint32 | COND_Dynamic change counter in order to force rebuilding conditionals when appropriate. | Engine/EngineTypes.h | |
| FReplicationFlags | union FReplicationFlags | Engine/EngineTypes.h | ||
| Padding0 | uint32 | Padding bits to align to a 16-bit boundary. NOTE: Need to be adjusted if adding/removing bitfields. | Engine/EngineTypes.h | |
| Value | uint32 | Engine/EngineTypes.h |