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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/AActor
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 GetReplayPriority
&40;
const FVector & ViewPos,
const FVector & ViewDir,
class AActor &42; Viewer,
AActor &42; ViewTarget,
UActorChannel &42;const InChannel,
float Time
&41;
Remarks
Similar to GetNetPriority, but will only be used for prioritizing actors while recording a replay. Priority of this actor for replays, 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 |