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API > API/Runtime > API/Runtime/Engine
| Name | UReplaySubsystem |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/ReplaySubsystem.h |
| Include Path | #include "ReplaySubsystem.h" |
Syntax
UCLASS (DisplayName="Replay Subsystem", MinimalAPI)
class UReplaySubsystem : public UGameInstanceSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UGameInstanceSubsystem → UReplaySubsystem
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bLoadDefaultMapOnStop | bool | Whether to reload the default map when StopReplay is called. | ReplaySubsystem.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ReplayConnection | TWeakObjectPtr< UReplayNetConnection > | ReplaySubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Add an event to the currently recording replay, associated with the current time | ReplaySubsystem.h | ||
| Add or update an existing event in the recording replay, see AddEvent as well | ReplaySubsystem.h | ||
void AddUserToReplay
(
const FString& UserString |
Add a user to be associated with the replay (legacy) | ReplaySubsystem.h | |
FString GetActiveReplayName() |
Get current recording/playing replay name | ReplaySubsystem.h |
|
float GetReplayCurrentTime() |
Get current recording/playing replay time | ReplaySubsystem.h |
|
float GetReplayTotalTime() |
Get current recording/playing total replay time | ReplaySubsystem.h |
|
bool IsPlaying() |
ReplaySubsystem.h |
|
|
bool IsRecording() |
ReplaySubsystem.h |
|
|
virtual bool IsReplayDeferred
(
const FString& ReplayName |
If given replay playback was deferred and has not started playback yet, this will return true. | ReplaySubsystem.h | |
bool IsSavingCheckpoint() |
ReplaySubsystem.h | ||
| Begin replay playback | ReplaySubsystem.h | ||
void RecordReplay
(
const FString& Name, |
Begin replay recording | ReplaySubsystem.h | |
void RequestCheckpoint() |
Request a checkpoint write, if currently recording. | ReplaySubsystem.h |
|
void SetCheckpointSaveMaxMSPerFrame
(
const float InCheckpointSaveMaxMSPerFrame |
Set per frame limit spent recording checkpoint data | ReplaySubsystem.h | |
void SetExternalDataForObject
(
UObject* OwningObject, |
Add external data associated with an object to the recording replay | ReplaySubsystem.h | |
void StopReplay() |
Stop replay recording/playback | ReplaySubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
Implement this for deinitialization of instances of the system | ReplaySubsystem.h | |
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
UGameInstanceSubsystem | ReplaySubsystem.h |