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API > API/Runtime > API/Runtime/Engine
| Name | UPackageMapClient |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/PackageMapClient.h |
| Include Path | #include "Engine/PackageMapClient.h" |
Syntax
UCLASS (Transient, MinimalAPI)
class UPackageMapClient : public UPackageMap
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPackageMap → UPackageMapClient
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPackageMapClient
(
const FObjectInitializer& ObjectInitializer |
Engine/PackageMapClient.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UPackageMapClient() |
Engine/PackageMapClient.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NetGUIDExportCountMap | TMap< FNetworkGUID, int32 > | Engine/PackageMapClient.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AcknowledgedExportedNetTokens | TSet< UE::Net::FNetToken > | NetTokens acknowledged by remote | Engine/PackageMapClient.h | |
| bIgnoreReceivedExportGUIDs | bool | Engine/PackageMapClient.h | ||
| DelinquentQueuedActors | FNetQueuedActorDelinquencyAnalytics | Engine/PackageMapClient.h | ||
| NetTokenPendingAckMap | TMultiMap< int32, UE::Net::FNetToken > | NetTokens still pending acknowledgment by remote | Engine/PackageMapClient.h | |
| NetTokenResolveContext | UE::Net::FNetTokenResolveContext | Stored information required to resolve NetTokens. | Engine/PackageMapClient.h | |
| TrackedSyncLoadedGUIDs | TArray< FNetworkGUID > | Tracks GUIDs contained in FNetGUIDCache::SyncLoadedGUIDs that are referenced during deserialization of a particular property or actor spawn, to help correlate those sync loads with that property or actor. | Engine/PackageMapClient.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddNetFieldExportGroup
(
const FString& PathName, |
Engine/PackageMapClient.h | ||
| Engine/PackageMapClient.h | |||
void AppendExportData
(
FArchive& Archive |
Engine/PackageMapClient.h | ||
void ConsumeQueuedActorDelinquencyAnalytics
(
FNetQueuedActorDelinquencyAnalytics& Out |
Engine/PackageMapClient.h | ||
FOutBunch * CreateCustomExportsBunch
(
const FOutBunch& OutgoingBunch |
This is called during the sending of a network bunch. | Engine/PackageMapClient.h | |
TArray< FOutBunch * > GetAdditionalRequiredBunches
(
const FOutBunch& OutgoingBunch, |
Get bunches to prepend to the OutgoingBunch. | Engine/PackageMapClient.h | |
UNetConnection * GetConnection() |
Engine/PackageMapClient.h | ||
FString GetFullNetGUIDPath
(
const FNetworkGUID& NetGUID |
Engine/PackageMapClient.h | ||
TArray< FNetworkGUID > & GetMustBeMappedGuidsInLastBunch() |
Engine/PackageMapClient.h | ||
TSharedPtr< FNetFieldExportGroup > GetNetFieldExportGroup
(
const FString& PathName |
Functions to help with exporting/importing net field info | Engine/PackageMapClient.h | |
TSharedPtr< FNetFieldExportGroup > GetNetFieldExportGroupChecked
(
const FString& PathName |
Engine/PackageMapClient.h | ||
int32 GetNumExportBunches() |
Engine/PackageMapClient.h | ||
int32 GetNumQueuedBunchNetGUIDs() |
Engine/PackageMapClient.h | ||
const FNetQueuedActorDelinquencyAnalytics & GetQueuedActorDelinquencyAnalytics() |
Engine/PackageMapClient.h | ||
void HandleUnAssignedObject
(
UObject* Obj |
Immediately export an Object's NetGUID. This will | Engine/PackageMapClient.h | |
void Initialize
(
UNetConnection* InConnection, |
Engine/PackageMapClient.h | ||
virtual bool IsGUIDPending
(
const FNetworkGUID& NetGUID |
Returns true if this guid is directly pending, or depends on another guid that is pending | Engine/PackageMapClient.h | |
bool IsNetGUIDAuthority() |
Return false if our connection is the netdriver's server connection This is ugly but probably better than adding a shadow variable that has to be set/cleared at the net driver level. | Engine/PackageMapClient.h | |
bool NetGUIDHasBeenAckd
(
FNetworkGUID NetGUID |
Returns true if this PackageMap's connection has ACK'd the given NetGUID. | Engine/PackageMapClient.h | |
void OverridePackageMapExportAckStatus
(
FPackageMapAckState* NewState |
Engine/PackageMapClient.h | ||
void ReceiveCustomExportsBunch
(
FInBunch& InBunch |
Receive a bunch that contains the data for Package Map Extensions | Engine/PackageMapClient.h | |
void ReceiveExportData
(
FArchive& Archive |
Engine/PackageMapClient.h | ||
void ReceiveNetGUIDBunch
(
FInBunch& InBunch |
Engine/PackageMapClient.h | ||
void ResetAckState() |
Resets the AckState and empties the PendingAckGuids, not meant to reset the OverrideAckState. | Engine/PackageMapClient.h | |
void ResetQueuedActorDelinquencyAnalytics() |
Engine/PackageMapClient.h | ||
void RestorePackageMapExportAckStatus
(
const FPackageMapAckState& InState |
Engine/PackageMapClient.h | ||
void SavePackageMapExportAckStatus
(
FPackageMapAckState& OutState |
Engine/PackageMapClient.h | ||
TUniquePtr< TGuardValue< bool > > ScopedIgnoreReceivedExportGUIDs() |
Engine/PackageMapClient.h | ||
void SerializeNetFieldExportDelta
(
FArchive& Ar |
Engine/PackageMapClient.h | ||
void SerializeNetFieldExportGroupMap
(
FArchive& Ar, |
Engine/PackageMapClient.h | ||
virtual void SetHasQueuedBunches
(
const FNetworkGUID& NetGUID, |
Set rather this actor is associated with a channel with queued bunches | Engine/PackageMapClient.h | |
void SyncPackageMapExportAckStatus
(
const UPackageMapClient* Source |
Engine/PackageMapClient.h | ||
void TrackNetFieldExport
(
FNetFieldExportGroup* NetFieldExportGroup, |
Engine/PackageMapClient.h |
Overridden from UPackageMap
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddUnmappedNetGUIDReference
(
FNetworkGUID UnmappedGUID |
Engine/PackageMapClient.h | ||
virtual FNetworkGUID GetNetGUIDFromObject
(
const UObject* InObject |
Engine/PackageMapClient.h | ||
virtual void GetNetGUIDStats
(
int32& AckCount, |
Returns stats for NetGUID usage | Engine/PackageMapClient.h | |
virtual const UE::Net::FNetTokenResolveContext * GetNetTokenResolveContext() |
Engine/PackageMapClient.h | ||
virtual UObject * GetObjectFromNetGUID
(
const FNetworkGUID& NetGUID, |
Engine/PackageMapClient.h | ||
virtual bool IsGUIDBroken
(
const FNetworkGUID& NetGUID, |
Engine/PackageMapClient.h | ||
virtual bool IsUsingRemoteObjectReferences() |
Engine/PackageMapClient.h | ||
virtual void LogDebugInfo
(
FOutputDevice& Ar |
Prints debug info about this package map's state | Engine/PackageMapClient.h | |
virtual void NotifyBunchCommit
(
const int32 OutPacketId, |
Called when a bunch is committed to the connection's Out buffer. | Engine/PackageMapClient.h | |
virtual void NotifyStreamingLevelUnload
(
UObject* UnloadedLevel |
Engine/PackageMapClient.h | ||
virtual bool PrintExportBatch() |
Engine/PackageMapClient.h | ||
virtual void ReceivedAck
(
const int32 AckPacketId |
Called by the PackageMap's UConnection after a receiving an ack Updates the respective GUIDs that were acked by this packet | Engine/PackageMapClient.h | |
virtual void ReceivedNak
(
const int32 NakPacketId |
Handles a NACK for given packet id. | Engine/PackageMapClient.h | |
virtual void RemoveUnmappedNetGUIDReference
(
FNetworkGUID MappedGUID |
Engine/PackageMapClient.h | ||
| Engine/PackageMapClient.h | |||
virtual void ResetTrackedSyncLoadedGuids() |
Engine/PackageMapClient.h | ||
virtual bool SerializeNewActor
(
FArchive& Ar, |
Standard method of serializing a new actor. | Engine/PackageMapClient.h | |
virtual bool SerializeObject
(
FArchive& Ar, |
This is the meat of the PackageMap class which serializes a reference to Object. | Engine/PackageMapClient.h | |
virtual bool WriteObject
(
FArchive& Ar, |
Slimmed down version of SerializeObject, that writes an object reference given a NetGUID and name (e.g, it does not require the actor to actually exist anymore to serialize the reference). | Engine/PackageMapClient.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
Engine/PackageMapClient.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AppendNetExportGUIDs
(
FArchive& Archive |
Engine/PackageMapClient.h | ||
void AppendNetFieldExports
(
FArchive& Archive |
Functions to help with exporting/importing net field export info | Engine/PackageMapClient.h | |
void AppendNetFieldExportsInternal
(
FArchive& Archive, |
Engine/PackageMapClient.h | ||
bool ExportNetGUID
(
FNetworkGUID NetGUID, |
Exports the NetGUID and paths needed to the CurrentExportBunch | Engine/PackageMapClient.h | |
bool ExportNetGUIDForReplay
(
FNetworkGUID&, |
Engine/PackageMapClient.h | ||
void ExportNetGUIDHeader () |
Called when an export bunch is finished. | Engine/PackageMapClient.h | |
FNetworkGUID InternalLoadObject
(
FArchive& Ar, |
Loads a UObject from an FArchive stream. | Engine/PackageMapClient.h | |
void InternalWriteObject
(
FArchive& Ar, |
Writes an object NetGUID given the NetGUID and either the object itself, or FString full name of the object. | Engine/PackageMapClient.h | |
bool ObjectLevelHasFinishedLoading
(
UObject* Obj |
Returns true if Object's outer level has completely finished loading. | Engine/PackageMapClient.h | |
void ReceiveNetExportGUIDs
(
FArchive& Archive |
Engine/PackageMapClient.h | ||
void ReceiveNetFieldExports
(
FArchive& Archive |
Engine/PackageMapClient.h | ||
bool ShouldSendFullPath
(
const UObject* Object, |
Do we need to include the full path of this object for the client to resolve it? | Engine/PackageMapClient.h |
Overridden from UPackageMap
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UObject * ResolvePathAndAssignNetGUID
(
const FNetworkGUID& NetGUID, |
Engine/PackageMapClient.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Engine/PackageMapClient.h |