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API > API/Runtime > API/Runtime/Engine
| Name | UReplicationDriver |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/ReplicationDriver.h |
| Include Path | #include "Engine/ReplicationDriver.h" |
Syntax
UCLASS (Abstract, Transient, Config=Engine, MinimalAPI)
class UReplicationDriver : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UReplicationDriver
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UReplicationDriver() |
Engine/ReplicationDriver.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddClientConnection
(
UNetConnection* NetConnection |
Engine/ReplicationDriver.h | ||
virtual void AddNetworkActor
(
AActor* Actor |
Engine/ReplicationDriver.h | ||
virtual void FlushNetDormancy
(
AActor* Actor, |
Engine/ReplicationDriver.h | ||
virtual void ForceNetUpdate
(
AActor* Actor |
Engine/ReplicationDriver.h | ||
virtual void InitForNetDriver
(
UNetDriver* InNetDriver |
Called to associate a netdriver with a rep driver. | Engine/ReplicationDriver.h | |
virtual void InitializeActorsInWorld
(
UWorld* InWorld |
Called after World and NetDriver have been set. | Engine/ReplicationDriver.h | |
virtual void NotifyActorDormancyChange
(
AActor* Actor, |
Engine/ReplicationDriver.h | ||
virtual void NotifyActorFullyDormantForConnection
(
AActor* Actor, |
Engine/ReplicationDriver.h | ||
virtual void NotifyActorRenamed
(
AActor* Actor, |
Called when an actor is renamed. | Engine/ReplicationDriver.h | |
virtual void NotifyActorTearOff
(
AActor* Actor |
Engine/ReplicationDriver.h | ||
virtual void NotifyDestructionInfoCreated
(
AActor* Actor, |
Called when a destruction info is created for an actor. | Engine/ReplicationDriver.h | |
virtual void PostTickDispatch() |
Called after the netdriver has handled TickDispatch | Engine/ReplicationDriver.h | |
virtual bool ProcessRemoteFunction
(
AActor* Actor, |
Handles an RPC. | Engine/ReplicationDriver.h | |
virtual void RemoveClientConnection
(
UNetConnection* NetConnection |
Engine/ReplicationDriver.h | ||
virtual void RemoveNetworkActor
(
AActor* Actor |
Engine/ReplicationDriver.h | ||
virtual void ResetGameWorldState() |
Engine/ReplicationDriver.h | ||
virtual int32 ServerReplicateActors
(
float DeltaSeconds |
The main function that will actually replicate actors. Called every server tick. | Engine/ReplicationDriver.h | |
virtual void SetRepDriverWorld
(
UWorld* InWorld |
Called to associate a world with a rep driver. This will be called before InitForNetDriver | Engine/ReplicationDriver.h | |
virtual void SetRoleSwapOnReplicate
(
AActor* Actor, |
Engine/ReplicationDriver.h | ||
virtual void TearDown() |
Engine/ReplicationDriver.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UReplicationDriver * CreateReplicationDriver
(
UNetDriver* NetDriver, |
This is the function UNetDriver calls to create its replication driver. | Engine/ReplicationDriver.h | |
static FCreateReplicationDriver & CreateReplicationDriverDelegate() |
Static delegate you can bind to override replication driver creation | Engine/ReplicationDriver.h |