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Helper methods to interact with ReplicationSystem from engine code.
| Name | FReplicationSystemUtil |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Net/Iris/ReplicationSystem/ReplicationSystemUtil.h |
| Include Path | #include "Net/Iris/ReplicationSystem/ReplicationSystemUtil.h" |
Syntax
struct FReplicationSystemUtil
Enums
Public
| Name | Remarks |
|---|---|
| EType | Enum representing the type of system you want to iterate on |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddDependentActor
(
const AActor* Parent, |
Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | ||
static void AddDependentActor
(
const AActor* Parent, |
Adds a dependent actor. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void ClearCullDistanceOverride
(
const AActor* Actor |
Clears any previously set cull distance override for an actor. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void FlushNetDormancy
(
UReplicationSystem* ReplicationSystem, |
Trigger replication of dirty state for actor wanting to be dormant. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void ForEachBridge
(
const UWorld* World, |
Call a function for all ReplicationBridges of a specific world and type. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void ForEachReplicationSystem
(
TFunctionRef< void(UReplicationSystem*)> Function |
Call a function on all existing ReplicationSystems. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void ForEachReplicationSystem
(
const UEngine* Engine, |
Call a function on all ReplicationSystems of a specific world. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void ForEachServerBridge
(
const UWorld* World, |
Call a function for all Server ReplicationBridges | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void ForEachServerSystem
(
const UWorld* World, |
Call a function for all Server ReplicationSystems | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void ForEachServerSystemAndBridge
(
const UWorld* World, |
Call a function for all Server ReplicationSystems + ReplicationBridges | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void ForEachSystem
(
const UWorld* World, |
Call a function for all ReplicationSystems of a specific world and type. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void ForEachSystemAndBridge
(
const UWorld* World, |
Call a function for all ReplicationSystems + ReplicationBridges of a specific world and type. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static UEngineReplicationBridge * GetActorReplicationBridge
(
const UNetConnection* NetConnection |
Returns the UReplicationSystem of the UNetDriver the UNetConnection belongs to. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static UEngineReplicationBridge * GetActorReplicationBridge
(
const AActor* Actor |
Returns the UEngineReplicationBridge of the UReplicationSystem belonging to the main NetDriver assigned to the Actor. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static UEngineReplicationBridge * GetEngineReplicationBridge
(
const UWorld* World |
Returns the UEngineReplicationBridge of the UReplicationSystem belonging to the main NetDriver of this World. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static FNetHandle GetNetHandle
(
const UObject* ReplicatedObject |
Returns the NetHandle for any replicated object. The returned handle may be invalid. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static UReplicationSystem * GetReplicationSystem
(
const UWorld* World |
Returns the UReplicationSystem for the main NetDriver of this World. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static UReplicationSystem * GetReplicationSystem
(
const AActor* Actor |
Returns the UReplicationSystem for the main NetDriver assigned to the Actor. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static UReplicationSystem * GetReplicationSystem
(
const UNetDriver* NetDriver |
Returns the UReplicationSystem for a specific NetDriver. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void NotifyActorDormancyChange
(
UReplicationSystem* ReplicationSystem, |
Notify the ReplicationSystem of a dormancy change. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void RemoveDependentActor
(
const AActor* Parent, |
Remove dependent actor from parent. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void RemoveSubObjectGroupMembership
(
const APlayerController* PC, |
Update replication status for the PlayerController to not include the specified NetGroup | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void SetCullDistanceOverride
(
const AActor* Actor, |
Set the cull distance for an actor. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void SetNetConditionForActorComponent
(
const UActorComponent* SubObject, |
Set subobject NetCondition for a subobject, the conditions is used to determine if the SubObject should be replicated or not. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void SetNetConditionForActorSubObject
(
const AActor* Actor, |
Set subobject NetCondition for a subobject, the conditions is used to determine if the SubObject should be replicated or not. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void SetPollFrequency
(
const UObject* Object, |
Set the poll frequency for an object and its subobjects. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void SetReplicationCondition
(
FNetHandle NetHandle, |
Enable or disable a replication condition. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void SetStaticPriority
(
const AActor* Actor, |
Sets a fixed priority for a replicated object | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void StartReplicatingActor
(
AActor* Actor |
Start replicating actor and all of its registered components and subobjects. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void StartReplicatingActorComponent
(
const AActor* Actor, |
Create NetHandle for actor component and add it as a subobject to the actor. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void StartReplicatingActorComponentSubObject
(
UActorComponent* ActorComponent, |
Create NetHandle for SubObject and add it as a subobject to the actor component, but only replicated if the ActorComponent replicates. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void StartReplicatingActorsInWorldForNetDriver
(
UWorld* World, |
Start replication for all networked actors that belong to a specific driver in the world. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void StartReplicatingActorSubObject
(
const AActor* Actor, |
Create NetHandle for SubObject and add it as a subobject to the actor. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void StopReplicatingActor
(
AActor* Actor, |
Stop replicating an actor. Will destroy handle for actor and registered subobjects. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void StopReplicatingActorComponent
(
UActorComponent* SubObject |
Stop replicating an ActorComponent and its associated SubObjects. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void StopReplicatingActorComponentSubObject
(
UActorComponent* ActorComponent, |
Stop replicating an SubObject and its associated SubObjects of an ActorComponent. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
| Stop replicating a SubObject and its associated SubObjects. | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | ||
static void UpdateSubObjectGroupMemberships
(
const APlayerController* PC |
Update replication status for all NetGroups used by COND_Group sub object filtering for the provided PlayerController | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h | |
static void UpdateSubObjectGroupMemberships
(
const UObject* SubObject, |
Update group memberships used by COND_Group sub object filtering for the specified SubObject | Net/Iris/ReplicationSystem/ReplicationSystemUtil.h |