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API > API/Runtime > API/Runtime/GameplayDebugger
| Name | FGameplayDebuggerNetPack |
| Type | struct |
| Header File | /Engine/Source/Runtime/GameplayDebugger/Public/GameplayDebuggerCategoryReplicator.h |
| Include Path | #include "GameplayDebuggerCategoryReplicator.h" |
Syntax
USTRUCT ()
struct FGameplayDebuggerNetPack
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayDebuggerNetPack() |
GameplayDebuggerCategoryReplicator.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Owner | TObjectPtr< AGameplayDebuggerCategoryReplicator > | GameplayDebuggerCategoryReplicator.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SavedData | TArray< FGameplayDebuggerCategoryData > | GameplayDebuggerCategoryReplicator.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyToOwner() |
GameplayDebuggerCategoryReplicator.h | ||
bool NetDeltaSerialize
(
FNetDeltaSerializeInfo& DeltaParms |
GameplayDebuggerCategoryReplicator.h | ||
void OnCategoriesChanged() |
GameplayDebuggerCategoryReplicator.h | ||
void PopulateFromOwner () |
When using Iris we cannot use the same appoach as the current NetSerializeDelta as it does polling of data and also modifies data outside of the replicated state during serialization which is not allowed when using iris. | GameplayDebuggerCategoryReplicator.h |