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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/APlayerController
- AActor::GetNetPriority()
- APlayerController::GetNetPriority()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
| Include | #include "GameFramework/PlayerController.h" |
virtual float GetNetPriority
(
const FVector & ViewPos,
const FVector & ViewDir,
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 |