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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework > AActor
- AActor::GetNetPriority()
- APlayerController::GetNetPriority()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
Include | #include "GameFramework/Actor.h" |
Source | /Engine/Source/Runtime/Engine/Private/ActorReplication.cpp |
virtual float GetNetPriority
(
const FVector & ViewPos,
const FVector & ViewDir,
class AActor * Viewer,
AActor * ViewTarget,
UActorChannel * InChannel,
float Time,
bool bLowBandwidth
)
Remarks
Function used to prioritize actors when deciding which to replicate Priority of this actor for replication, higher is more important
Parameters
Name | Description |
---|---|
ViewPos | Position of the viewer |
ViewDir | Vector direction of viewer |
Viewer | "net object" owned by the client for whom net priority is being determined (typically player controller) |
ViewTarget | The actor that is currently being viewed/controlled by Viewer, usually a pawn |
InChannel | Channel on which this actor is being replicated. |
Time | Time since actor was last replicated |
bLowBandwidth | True if low bandwidth of viewer |