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Unreal Engine C++ API Reference > Runtime > Engine > Net
Inheritance Hierarchy
- FNoncopyable
- FRepStateStaticBuffer
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Net/RepLayout.h |
Include | #include "Net/RepLayout.h" |
Syntax
struct FRepStateStaticBuffer : public FNoncopyable
Remarks
Holds deep copies of replicated property data for objects. The term "shadow data" is often used in code to refer to memory stored in one of these buffers. Note, dynamic memory allocated by the properties (such as Arrays or Maps) will still be dynamically allocated elsewhere, and the buffer will hold pointers to the dynamic memory (or containers, etc.)
When necessary, use FRepShadowDataBuffer or FConstRepShadowDataBuffer to wrap this object's data. Never use FRepObjectDataBuffer or FConstRepObjectDataBuffer as the shadow memory layout is not guaranteed to match an object's layout.
Constructors
Type | Name | Description | |
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FRepStateStaticBuffer
(
FRepStateStaticBuffer&& InStaticBuffer |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | CountBytes
(
FArchive& Ar |
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uint8 * | GetData () |
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const uint8 * | GetData () |
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int32 | Num () |