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Unreal Engine C++ API Reference > Runtime > Engine > Net
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Net/DataReplication.h |
Include | #include "Net/DataReplication.h" |
Syntax
class FObjectReplicator
Remarks
Represents an object that is currently being replicated or handling RPCs.
NetGUID ObjRef |
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Properties... |
RPCs... |
Variables
Type | Name | Description | |
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uint32: 1 | bForceUpdateUnmapped | True if we need to do an unmapped check next frame. |
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uint32: 1 | bHasReplicatedProperties | Whether or not we've already replicated properties this frame. |
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uint32: 1 | bLastUpdateEmpty | True if last update (ReplicateActor) produced no replicated properties |
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uint32: 1 | bOpenAckCalled | Whether or not the Actor Channel on which we're replicating has been Opened / Acked by the receiver. |
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TSharedPtr< class FReplicationChangelistMgr > | ChangelistMgr | |
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TUniquePtr< FRepState > | CheckpointRepState | |
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UNetConnection * | Connection | Connection this replicator was created on. |
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TObjectPtr< UClass > | ObjectClass | |
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FNetworkGUID | ObjectNetGUID | Net GUID for the object we're replicating. |
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UObject * | ObjectPtr | |
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UActorChannel * | OwningChannel | The Actor Channel that we're replicating on. This expected to be owned by Connection. |
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TArray< FRPCPendingLocalCall > | PendingLocalRPCs | Information on RPCs that have been received but not yet executed |
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TSet< FNetworkGUID > | ReferencedGuids | |
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TArray< FRPCCallInfo > | RemoteFuncInfo | Meta information on pending net RPCs (to be sent) |
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FOutBunch * | RemoteFunctions | |
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TSharedPtr< FRepLayout > | RepLayout | |
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TUniquePtr< FRepState > | RepState | |
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int32 | TrackedGuidMemoryBytes | The amount of memory (in bytes) that we're using to track Unmapped GUIDs. |
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | CallRepNotifies
(
bool bSkipIfChannelHasQueuedBunches |
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bool | CanSkipUpdate
(
FReplicationFlags Flags |
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void | CleanUp () |
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void | CountBytes
(
FArchive& Ar |
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void | ||
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UObject * | GetObject () |
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TWeakObjectPtr< UObject > | ||
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void | InitRecentProperties
(
uint8* Source |
Recent/dirty related functionsUtility function to make a copy of the net properties |
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void | InitWithObject
(
UObject* InObject, |
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bool | ||
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bool | MoveMappedObjectToUnmapped
(
const FNetworkGUID& GUID |
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void | ||
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void | ||
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void | PostSendBunch
(
FPacketIdRange& PacketRange, |
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void | ||
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void | QueuePropertyRepNotify
(
UObject* Object, |
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void | QueueRemoteFunctionBunch
(
UFunction* Func, |
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bool | ReadyForDormancy
(
bool bDebug |
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bool | ReceivedBunch
(
FNetBitReader& Bunch, |
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void | ReceivedNak
(
int32 NakPacketId |
Packet was dropped |
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bool | ReceivedRPC
(
FNetBitReader& Reader, |
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void | ||
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void | ReplicateCustomDeltaProperties
(
FNetBitWriter& Bunch, |
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bool | ReplicateProperties
(
FOutBunch& Bunch, |
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bool | ReplicateProperties
(
FOutBunch& Bunch, |
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bool | ReplicateProperties_r
(
FOutBunch& Bunch, |
Replicates properties to the Bunch. Returns true if it wrote anything |
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void | ||
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bool | SendCustomDeltaProperty
(
UObject* InObject, |
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void | ||
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void | ||
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void | StartReplicating
(
UActorChannel* InActorChannel |
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void | StopReplicating
(
UActorChannel* InActorChannel |
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void | ||
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void | UpdateUnmappedObjects
(
bool& bOutHasMoreUnmapped |
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bool | ValidateAgainstState
(
const UObject* ObjectState |
Takes Data, and compares against shadow state to log differences |
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void | WritePropertyHeaderAndPayload
(
UObject* Object, |
Classes
Type | Name | Description | |
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FRPCCallInfo | ||
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FRPCPendingLocalCall |
Deprecated Functions
Type | Name | Description | |
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void | ReplicateCustomDeltaProperties
(
FNetBitWriter& Bunch, |
Now takes an additional out param |