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Simulated network driver for recording and playing back game sessions.
| Name | UDemoNetDriver |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/DemoNetDriver.h |
| Include Path | #include "Engine/DemoNetDriver.h" |
Syntax
UCLASS (Transient, Config=Engine, MinimalAPI)
class UDemoNetDriver : public UNetDriver
Inheritance Hierarchy
- FExec → UNetDriver → UDemoNetDriver
- UObjectBase → UObjectBaseUtility → UObject → UNetDriver → UDemoNetDriver
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDemoNetDriver
(
const FObjectInitializer& ObjectInitializer |
Engine/DemoNetDriver.h | ||
UDemoNetDriver
(
FVTableHelper& Helper |
Engine/DemoNetDriver.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UDemoNetDriver() |
Engine/DemoNetDriver.h |
Structs
| Name | Remarks |
|---|---|
| FDemoActorPriority | |
| FLevelnterval |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AccumulatedRecordTime | double | Internal debug timing/tracking | Engine/DemoNetDriver.h | |
| LastRecordAvgFlush | double | Engine/DemoNetDriver.h | ||
| MaxRecordTime | double | Engine/DemoNetDriver.h | ||
| PlaybackPackets | TArray< FPlaybackPacket > | PlaybackPackets are used to buffer packets up when we read a demo frame, which we can then process when the time is right | Engine/DemoNetDriver.h | |
| RecordCountSinceFlush | int32 | Engine/DemoNetDriver.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveReplayTask | TSharedPtr< FQueuedReplayTask > | Engine/DemoNetDriver.h | ||
| ActiveScrubReplayTask | TSharedPtr< FQueuedReplayTask > | Engine/DemoNetDriver.h | ||
| bChannelsArePaused | uint8 | True if as have paused all of the channels | Engine/DemoNetDriver.h | |
| bIsFastForwarding | bool | Engine/DemoNetDriver.h | ||
| bIsFastForwardingForCheckpoint | uint8 | Engine/DemoNetDriver.h | ||
| bIsFinalizingFastForward | bool | Engine/DemoNetDriver.h | ||
| bIsRestoringStartupActors | bool | Engine/DemoNetDriver.h | ||
| bPrioritizeActors | uint8 | If true, recording will prioritize replicating actors based on the value that AActor::GetReplayPriority returns. | Engine/DemoNetDriver.h | |
| bSkipStartupActorRollback | bool | Enabled via -skipreplayrollback and causes rollback data to not be generated, with the assumption that there will be no scrubbing. | Engine/DemoNetDriver.h | |
| BudgetLogHelper | TUniquePtr< struct FDemoBudgetLogHelper > | Engine/DemoNetDriver.h | ||
| bWasStartStreamingSuccessful | uint8 | Engine/DemoNetDriver.h | ||
| CheckpointSaveMaxMSPerFrame | float | Maximum time allowed each frame to spend on saving a checkpoint. | Engine/DemoNetDriver.h |
|
| DelegateHandleActorPreDestroy | FDelegateHandle | Engine/DemoNetDriver.h | ||
| DemoSessionID | FString | The unique identifier for the lifetime of this object. | Engine/DemoNetDriver.h | |
| LastProcessedPacketTime | float | Time of the last packet we've processed (in seconds). | Engine/DemoNetDriver.h | |
| LastReplayFrameFidelity | TAtomic< float > | Engine/DemoNetDriver.h | ||
| LevelIntervals | TArray< FLevelnterval > | Engine/DemoNetDriver.h | ||
| MaxDesiredRecordTimeMS | float | Optional time quota for actor replication during recording. | Engine/DemoNetDriver.h | |
| MulticastRecordOptions | TArray< FMulticastRecordOptions > | Config data for multicast RPCs we might want to skip recording. | Engine/DemoNetDriver.h |
|
| NonQueuedGUIDsForScrubbing | TArray< FNetworkGUID > | Engine/DemoNetDriver.h | ||
| OnGotoTimeDelegate_Transient | FOnGotoTimeDelegate | Set via GotoTimeInSeconds, only fired once (at most). Called for successful or failed scrub. | Engine/DemoNetDriver.h | |
| PlaybackDeltaCheckpointData | TArray< TUniquePtr< FDeltaCheckpointData > > | Engine/DemoNetDriver.h | ||
| PlaybackPacketIndex | int32 | Index into PlaybackPackets array. Used so we can process many packets in one frame and avoid removing them individually. | Engine/DemoNetDriver.h | |
| PlaylistTracker | TSharedPtr< struct FReplayPlaylistTracker > | Engine/DemoNetDriver.h | ||
| PrioritizedActors | TArray< FDemoActorPriority > | Array of prioritized actors, used in TickDemoRecord. | Engine/DemoNetDriver.h | |
| QueuedReplayTasks | TArray< TSharedRef< FQueuedReplayTask > > | Replay tasks. | Engine/DemoNetDriver.h | |
| RecordBuildConsiderAndPrioritizeTimeSlice | float | Max percent of time to spend building consider lists / prioritizing actors for demo recording. | Engine/DemoNetDriver.h | |
| RecordDestructionInfoReplicationTimeSlice | float | Max percent of time to spend replicating prioritized destruction infos. Only used if MaxDesiredRecordTimeMS > 0. | Engine/DemoNetDriver.h | |
| ReplayHelper | FReplayHelper | Engine/DemoNetDriver.h | ||
| ReplayStreamer | TSharedPtr< class INetworkReplayStreamer > | Our network replay streamer | Engine/DemoNetDriver.h | |
| RollbackNetStartupActors | TMap< FString, FRollbackNetStartupActorInfo > | Net startup actors that need to be rolled back during scrubbing by being destroyed and re-spawned NOTE - DeletedNetStartupActors will take precedence here, and destroy the actor instead | Engine/DemoNetDriver.h |
|
| SavedReplicatedWorldTimeSeconds | double | Saved server time after loading a checkpoint, so that we can set the server time as accurately as possible after the fast-forward | Engine/DemoNetDriver.h | |
| SavedSecondsToSkip | float | Saved fast-forward time, used for correcting world time after the fast-forward is complete | Engine/DemoNetDriver.h | |
| SpectatorController | APlayerController * | This is the main spectator controller that is used to view the demo world from | Engine/DemoNetDriver.h | |
| SpectatorControllers | TArray< TObjectPtr< APlayerController > > | An array of all the spectator controllers (the main one and all splitscreen ones) that currently exist | Engine/DemoNetDriver.h |
|
| TrackedRewindActorsByGUID | TSet< FNetworkGUID > | Tracks actors that will need to be rewound during scrubbing. | Engine/DemoNetDriver.h | |
| ViewerOverride | TWeakObjectPtr< APlayerController > | A player controller that this driver should consider its viewpoint for actor prioritization purposes. | Engine/DemoNetDriver.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Engine/DemoNetDriver.h | |||
void AddNonQueuedActorForScrubbing
(
AActor const* Actor |
If a channel is associated with Actor, adds the channel's GUID to the list of GUIDs excluded from queuing bunches during scrubbing. | Engine/DemoNetDriver.h | |
void AddNonQueuedGUIDForScrubbing
(
FNetworkGUID InGUID |
Adds the channel's GUID to the list of GUIDs excluded from queuing bunches during scrubbing. | Engine/DemoNetDriver.h | |
| Engine/DemoNetDriver.h | |||
void AddReplayTask
(
FQueuedReplayTask* NewTask |
Engine/DemoNetDriver.h | ||
void AddUserToReplay
(
const FString& UserString |
Adds a join-in-progress user to the set of users associated with the currently recording replay (if any) | Engine/DemoNetDriver.h | |
void ClearReplayTasks() |
Engine/DemoNetDriver.h | ||
bool ComparePropertyState
(
const FDemoSavedPropertyState& State |
Compares the values of replicated properties stored in State with the current values of the object replicators. | Engine/DemoNetDriver.h | |
bool ConditionallyProcessPlaybackPackets() |
Engine/DemoNetDriver.h | ||
bool ConditionallyReadDemoFrameIntoPlaybackPackets
(
FArchive& Ar |
Engine/DemoNetDriver.h | ||
bool ContinueListen
(
FURL& ListenURL |
Called when we are already recording but have traveled to a new map to start recording again | Engine/DemoNetDriver.h | |
void EnumerateEvents
(
const FString& Group, |
Engine/DemoNetDriver.h | ||
void EnumerateEventsForActiveReplay
(
const FString& Group, |
Engine/DemoNetDriver.h | ||
void EnumerateEventsForActiveReplay
(
const FString& Group, |
In most cases, this is desirable over EnumerateEvents because it will explicitly use ActiveReplayName instead of letting the streamer decide. | Engine/DemoNetDriver.h | |
void FinalizeFastForward
(
const double StartTime |
Engine/DemoNetDriver.h | ||
const FString & GetActiveReplayName () |
Gets the actively recording or playback replay (stream) name. | Engine/DemoNetDriver.h | |
bool GetChannelsArePaused() |
Engine/DemoNetDriver.h | ||
double GetCurrentLevelIndex() |
Engine/DemoNetDriver.h | ||
float GetDemoCurrentTime() |
Current record/playback position in seconds | Engine/DemoNetDriver.h | |
uint32 GetDemoCurrentTimeInMS() |
Engine/DemoNetDriver.h | ||
int32 GetDemoFrameNum() |
Current record/playback frame number | Engine/DemoNetDriver.h | |
FString GetDemoPath() |
Engine/DemoNetDriver.h | ||
const FString & GetDemoSessionID() |
Engine/DemoNetDriver.h | ||
float GetDemoTotalTime() |
Total time of demo in seconds | Engine/DemoNetDriver.h | |
FString GetDemoURL() |
Engine/DemoNetDriver.h | ||
FReplayExternalDataArray * GetExternalDataArrayForObject
(
UObject* Object |
Engine/DemoNetDriver.h | ||
double GetLastCheckpointTime() |
Engine/DemoNetDriver.h | ||
float GetLastReplayFrameFidelity () |
Replay frame fidelity. | Engine/DemoNetDriver.h | |
const TArray< FLevelNameAndTime > & GetLevelNameAndTimeList() |
Engine/DemoNetDriver.h | ||
float GetMaxDesiredRecordTimeMS() |
Engine/DemoNetDriver.h | ||
FName GetNextQueuedTaskName() |
Engine/DemoNetDriver.h | ||
uint32 GetPlaybackCustomVersionVersion
(
const FGuid& VersionGuid |
Engine/DemoNetDriver.h | ||
uint32 GetPlaybackDemoChangelist() |
Engine/DemoNetDriver.h | ||
uint32 GetPlaybackDemoVersion() |
Engine/DemoNetDriver.h | ||
uint32 GetPlaybackEngineNetworkProtocolVersion() |
Engine/DemoNetDriver.h | ||
uint32 GetPlaybackGameNetworkProtocolVersion() |
Engine/DemoNetDriver.h | ||
FReplayCustomVersion::Type GetPlaybackReplayVersion() |
Engine/DemoNetDriver.h | ||
TSharedPtr< class INetworkReplayStreamer > GetReplayStreamer() |
Engine/DemoNetDriver.h | ||
APlayerController * GetSpectatorController() |
Engine/DemoNetDriver.h | ||
void GotoTimeInSeconds
(
const float TimeInSeconds, |
Scrubs playback to the given time. | Engine/DemoNetDriver.h | |
bool HasDeltaCheckpoints() |
Returns whether or not this replay was recorded / is playing with delta checkpoints. | Engine/DemoNetDriver.h | |
bool HasGameSpecificFrameData() |
Returns whether or not this replay was recorded / is playing with the game specific per frame data feature. | Engine/DemoNetDriver.h | |
bool HasLevelStreamingFixes() |
Returns whether or not this replay was recorded / is playing with Level Streaming fixes. | Engine/DemoNetDriver.h | |
bool InitConnectInternal
(
FString& Error |
Engine/DemoNetDriver.h | ||
bool IsActorPrioritizationEnabled() |
Engine/DemoNetDriver.h | ||
bool IsAnyTaskPending() |
Engine/DemoNetDriver.h | ||
bool IsFastForwarding() |
Engine/DemoNetDriver.h | ||
bool IsFinalizingFastForward() |
Engine/DemoNetDriver.h | ||
bool IsLoadingCheckpoint() |
Engine/DemoNetDriver.h | ||
bool IsNamedTaskInQueue
(
const FName& Name |
Engine/DemoNetDriver.h | ||
bool IsPlaying() |
Engine/DemoNetDriver.h | ||
bool IsPlayingClientReplay() |
Engine/DemoNetDriver.h | ||
bool IsRecording() |
Engine/DemoNetDriver.h | ||
bool IsRecordingMapChanges() |
Engine/DemoNetDriver.h | ||
bool IsRecordingPaused() |
Engine/DemoNetDriver.h | ||
bool IsRestoringStartupActors() |
Engine/DemoNetDriver.h | ||
bool IsSavingCheckpoint() |
Returns true if we're in the process of saving a checkpoint. | Engine/DemoNetDriver.h | |
void JumpToEndOfLiveReplay() |
Engine/DemoNetDriver.h | ||
void NotifyGotoTimeFinished
(
bool bWasSuccessful |
Called when a "go to time" operation is completed. | Engine/DemoNetDriver.h | |
void OnSeamlessTravelStartDuringRecording
(
const FString& LevelName |
Called when seamless travel begins when recording a replay. | Engine/DemoNetDriver.h | |
void PauseChannels
(
const bool bPause |
Engine/DemoNetDriver.h | ||
void PauseRecording
(
const bool bInPauseRecording |
Engine/DemoNetDriver.h | ||
void ProcessAllPlaybackPackets() |
Engine/DemoNetDriver.h | ||
bool ProcessPacket
(
const FPlaybackPacket& PlaybackPacket |
Engine/DemoNetDriver.h | ||
bool ProcessPacket
(
const uint8* Data, |
Engine/DemoNetDriver.h | ||
bool ProcessReplayTasks() |
Engine/DemoNetDriver.h | ||
virtual void QueueNetStartupActorForRollbackViaDeletion
(
AActor* Actor |
Call this function during playback to track net startup actors that need a hard reset when scrubbing, which is done by destroying and then re-spawning | Engine/DemoNetDriver.h | |
bool ReadDemoFrameIntoPlaybackPackets
(
FArchive& Ar, |
Engine/DemoNetDriver.h | ||
bool ReadDemoFrameIntoPlaybackPackets
(
FArchive& Ar |
Engine/DemoNetDriver.h | ||
bool RemoveSplitscreenViewer
(
APlayerController* RemovePlayer, |
Removes a splitscreen demo viewer and cleans up its connection. | Engine/DemoNetDriver.h | |
void ReplayStreamingReady
(
const FStartStreamingResult& Result |
Engine/DemoNetDriver.h | ||
void RequestCheckpoint() |
Engine/DemoNetDriver.h | ||
void RequestEventData
(
const FString& EventID, |
Engine/DemoNetDriver.h | ||
void RequestEventDataForActiveReplay
(
const FString& EventID, |
In most cases, this is desirable over RequestEventData because it will explicitly use ActiveReplayName instead of letting the streamer decide. | Engine/DemoNetDriver.h | |
void RequestEventDataForActiveReplay
(
const FString& EventID, |
Engine/DemoNetDriver.h | ||
void RequestEventGroupDataForActiveReplay
(
const FString& Group, |
Retrieve data for all events matching the requested group, and call the passed in delegate on completion. | Engine/DemoNetDriver.h | |
void RequestEventGroupDataForActiveReplay
(
const FString& Group, |
Engine/DemoNetDriver.h | ||
void ResetDemoState() |
Engine/DemoNetDriver.h | ||
| Engine/DemoNetDriver.h | |||
void RestoreConnectionPostScrub
(
APlayerController* PC, |
Restores the given player controller so that it properly points to the given NetConnection after scrubbing when viewing a replay. | Engine/DemoNetDriver.h | |
FDemoSavedPropertyState SavePropertyState () |
Returns the replicated state of every object on a current actor channel. | Engine/DemoNetDriver.h | |
void SetActorPrioritizationEnabled
(
const bool bInPrioritizeActors |
Enable or disable prioritization of actors for recording. | Engine/DemoNetDriver.h | |
void SetCheckpointSaveMaxMSPerFrame
(
const float InCheckpointSaveMaxMSPerFrame |
Sets CheckpointSaveMaxMSPerFrame. | Engine/DemoNetDriver.h | |
void SetCurrentLevelIndex
(
int32 Index |
Engine/DemoNetDriver.h | ||
void SetDemoCurrentTime
(
float CurrentTime |
Engine/DemoNetDriver.h | ||
void SetDemoTotalTime
(
float TotalTime |
Engine/DemoNetDriver.h | ||
bool SetExternalDataForObject
(
UObject* OwningObject, |
Engine/DemoNetDriver.h | ||
void SetLastCheckpointTime
(
double CheckpointTime |
Engine/DemoNetDriver.h | ||
void SetMaxDesiredRecordTimeMS
(
const float InMaxDesiredRecordTimeMS |
Sets the desired maximum recording time in milliseconds. | Engine/DemoNetDriver.h | |
void SetPlayingPlaylist
(
TSharedPtr< struct FReplayPlaylistTracker > InPlaylistTracker |
Engine/DemoNetDriver.h | ||
void SetSpectatorController
(
APlayerController* PC |
Sets the main spectator controller to be used and adds them to the spectator control array | Engine/DemoNetDriver.h | |
void SetViewerOverride
(
APlayerController*const InViewerOverride |
Sets the controller to use as the viewpoint for recording prioritization purposes. | Engine/DemoNetDriver.h | |
bool ShouldTickFlushAsyncEndOfFrame() |
Returns true if TickFlush can be called in parallel with the Slate tick. | Engine/DemoNetDriver.h | |
void SkipTime
(
const float InTimeToSkip |
Engine/DemoNetDriver.h | ||
void SkipTimeInternal
(
const float SecondsToSkip, |
Engine/DemoNetDriver.h | ||
void SpawnDemoRecSpectator
(
UNetConnection* Connection, |
Engine/DemoNetDriver.h | ||
bool SpawnSplitscreenViewer
(
ULocalPlayer* NewPlayer, |
Creates a new splitscreen replay viewer. | Engine/DemoNetDriver.h | |
void StopDemo() |
Engine/DemoNetDriver.h | ||
void TickDemoPlayback
(
float DeltaSeconds |
Engine/DemoNetDriver.h | ||
void TickDemoRecord
(
float DeltaSeconds |
Engine/DemoNetDriver.h | ||
void TickFlushAsyncEndOfFrame
(
float DeltaSeconds |
Called by a task thread if the engine is doing async end of frame tasks in parallel with Slate. | Engine/DemoNetDriver.h | |
void WriteDemoFrameFromQueuedDemoPackets
(
FArchive& Ar, |
Engine/DemoNetDriver.h | ||
void WritePacket
(
FArchive& Ar, |
Engine/DemoNetDriver.h |
Overridden from UNetDriver
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoesSupportEncryption () |
Whether or not this NetDriver supports encryption. | Engine/DemoNetDriver.h | |
virtual void ForceNetUpdate
(
AActor* Actor |
Game code API for updating server Actor Replication State | Engine/DemoNetDriver.h | |
virtual AActor * GetActorForGUID
(
FNetworkGUID InGUID |
Returns the actor that corresponds to InGUID, if one can be found. | Engine/DemoNetDriver.h | |
virtual FNetworkGUID GetGUIDForActor
(
const AActor* InActor |
Returns the existing FNetworkGUID of InActor, if it has one. | Engine/DemoNetDriver.h | |
virtual ISocketSubsystem * GetSocketSubsystem() |
Get the socket subsytem appropriate for this net driver | Engine/DemoNetDriver.h | |
virtual bool InitBase
(
bool bInitAsClient, |
Common initialization between server and client connection setup | Engine/DemoNetDriver.h | |
virtual bool InitConnect
(
FNetworkNotify* InNotify, |
Initialize the net driver in client mode | Engine/DemoNetDriver.h | |
virtual void InitDestroyedStartupActors() |
Initialize the list of destroyed net startup actors from the current World | Engine/DemoNetDriver.h | |
virtual bool InitListen
(
FNetworkNotify* InNotify, |
Initialize the network driver in server mode (listener) | Engine/DemoNetDriver.h | |
virtual bool IsAvailable () |
Returns true if this net driver is valid for the current configuration. | Engine/DemoNetDriver.h | |
virtual bool IsLevelInitializedForActor
(
const AActor* InActor, |
Returns true if this actor is considered to be in a loaded level | Engine/DemoNetDriver.h | |
virtual bool IsNetResourceValid() |
Engine/DemoNetDriver.h | ||
virtual bool IsServer() |
Engine/DemoNetDriver.h | ||
virtual FString LowLevelGetNetworkNumber() |
Engine/DemoNetDriver.h | ||
virtual void LowLevelSend
(
TSharedPtr< const FInternetAddr > Address, |
Sends a 'connectionless' (not associated with a UNetConection) packet, to the specified address. | Engine/DemoNetDriver.h | |
virtual void NotifyActorChannelCleanedUp
(
UActorChannel* Channel, |
Called when an actor channel is cleaned up for an actor. | Engine/DemoNetDriver.h | |
virtual void NotifyActorChannelOpen
(
UActorChannel* Channel, |
Called when an actor channel is remotely opened for an actor. | Engine/DemoNetDriver.h | |
virtual void NotifyActorClientDormancyChanged
(
AActor* Actor, |
Called after an actor channel is opened on a client when the actor was previously dormant. | Engine/DemoNetDriver.h | |
virtual void NotifyActorDestroyed
(
AActor* Actor, |
Called when a spawned actor is destroyed. | Engine/DemoNetDriver.h | |
virtual void NotifyActorLevelUnloaded
(
AActor* Actor |
Called when an actor is being unloaded during a seamless travel or do due level streaming The main point is that it calls the normal NotifyActorDestroyed to destroy the channel on the server but also removes the Actor reference, sets broken flag, and cleans up actor class references on clients. | Engine/DemoNetDriver.h | |
virtual void NotifyActorTornOff
(
AActor* Actor |
Engine/DemoNetDriver.h | ||
virtual void NotifyStreamingLevelUnload
(
ULevel* |
Engine/DemoNetDriver.h | ||
virtual void PostTickFlush() |
PostTick actions | Engine/DemoNetDriver.h | |
virtual void ProcessLocalClientPackets() |
Process any local talker packets that need to be sent to the server | Engine/DemoNetDriver.h | |
virtual void ProcessLocalServerPackets() |
Process any local talker packets that need to be sent to clients | Engine/DemoNetDriver.h | |
virtual void ProcessRemoteFunction
(
AActor* Actor, |
Process a remote function call on some actor destined for a remote location | Engine/DemoNetDriver.h | |
virtual void SetAnalyticsProvider
(
TSharedPtr< IAnalyticsProvider > InProvider |
Sets the analytics provider | Engine/DemoNetDriver.h | |
virtual void SetWorld
(
UWorld* InWorld |
Associate a world with this net driver. Disassociates any previous world first. | Engine/DemoNetDriver.h | |
virtual bool ShouldClientDestroyTearOffActors() |
Returns true if the client should destroy immediately any actor that becomes torn-off | Engine/DemoNetDriver.h | |
| Returns true if this network driver will forward a received remote function call to other active net drivers. | Engine/DemoNetDriver.h | ||
virtual bool ShouldIgnoreRPCs() |
Returns whether or not RPCs processed by this driver should be ignored. | Engine/DemoNetDriver.h | |
virtual bool ShouldQueueBunchesForActorGUID
(
FNetworkGUID InGUID |
Returns true if actor channels with InGUID should queue up bunches, even if they wouldn't otherwise be queued. | Engine/DemoNetDriver.h | |
virtual bool ShouldReceiveRepNotifiesForObject
(
UObject* Object |
Returns true if RepNotifies should be checked and generated when receiving properties for the given object. | Engine/DemoNetDriver.h | |
virtual bool ShouldReplicateActor
(
AActor* Actor |
Returns true if this network driver will replicate the given actor. | Engine/DemoNetDriver.h | |
| Returns true if this network driver will handle the remote function call for the given actor. | Engine/DemoNetDriver.h | ||
virtual bool ShouldSkipRepNotifies() |
Returns whether or not properties that are replicating using this driver should not call RepNotify functions. | Engine/DemoNetDriver.h | |
virtual void TickDispatch
(
float DeltaTime |
Handle time update: read and process packets | Engine/DemoNetDriver.h | |
virtual void TickFlush
(
float DeltaSeconds |
ReplicateActors and Flush | Engine/DemoNetDriver.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishDestroy() |
Engine/DemoNetDriver.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/DemoNetDriver.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool DemoReplicateActor
(
AActor* Actor, |
Engine/DemoNetDriver.h | ||
void NotifyDemoPlaybackError
(
const UE::Net::TNetResult< EReplayResult >& Result |
Engine/DemoNetDriver.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGS void NotifyDemoPlaybackFailure
(
EDemoPlayFailure::Type FailureType |
Engine/DemoNetDriver.h | ||
void NotifyDemoRecordFailure
(
const UE::Net::TNetResult< EReplayResult >& Result |
Engine/DemoNetDriver.h | ||
void ProcessSeamlessTravel
(
int32 LevelIndex |
Engine/DemoNetDriver.h |
Overridden from UNetDriver
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UChannel * InternalCreateChannelByName
(
const FName& ChName |
Subclasses may override this to customize channel creation. | Engine/DemoNetDriver.h |