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Unreal Engine C++ API Reference > Runtime > Engine > Net > FRepLayout
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Net/RepLayout.h |
Include | #include "Net/RepLayout.h" |
Source | /Engine/Source/Runtime/Engine/Private/RepLayout.cpp |
void SendProperties
&40;
FSendingRepState &42;restrict RepState,
FRepChangedPropertyTracker &42; ChangedTracker,
const FConstRepObjectDataBuffer Data,
UClass &42; ObjectClass,
FNetBitWriter & Writer,
TArray< uint16 > & Changed,
const FRepSerializationSharedInfo & SharedInfo,
const ESerializePropertyType SerializePropertyType
&41; const
Remarks
Writes all changed property values from the input owner data to the given buffer. This is used primarily by ReplicateProperties.
Note, the changelist is expected to have any conditional properties whose conditions aren't met filtered out already. See FRepState::ConditionMap and FRepLayout::FilterChangeList
Parameters
Name | Description |
---|---|
RepState | RepState for the object. This is expected to be valid. |
ChangedTracker | Used to indicate |
Data | Pointer to the object's memory. |
ObjectClass | Class of the object. |
Writer | Writer used to store / write out the replicated properties. |
Changed | Aggregate list of property handles that need to be written. |
SharedInfo | Shared Serialization state for properties. |