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FPropertyReplicationFragment - used to bind PropertyReplicationStates to their owner
| Name | FPropertyReplicationFragment |
| Type | class |
| Header File | /Engine/Source/Runtime/Net/Iris/Public/Iris/ReplicationSystem/PropertyReplicationFragment.h |
| Include Path | #include "Iris/ReplicationSystem/PropertyReplicationFragment.h" |
Syntax
class FPropertyReplicationFragment : public UE::Net::FReplicationFragment
Inheritance Hierarchy
- FReplicationFragment → FPropertyReplicationFragment
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPropertyReplicationFragment
(
EReplicationFragmentTraits InTraits, |
Iris/ReplicationSystem/PropertyReplicationFragment.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FPropertyReplicationFragment() |
Iris/ReplicationSystem/PropertyReplicationFragment.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Owner | UObject * | Owner. | Iris/ReplicationSystem/PropertyReplicationFragment.h | |
| PrevReplicationState | TUniquePtr< FPropertyReplicationState > | Previous applied state, only carried around if needed. | Iris/ReplicationSystem/PropertyReplicationFragment.h | |
| ReplicationStateDescriptor | TRefCountPtr< const FReplicationStateDescriptor > | Iris/ReplicationSystem/PropertyReplicationFragment.h | ||
| SrcReplicationState | TUniquePtr< FPropertyReplicationState > | This is the source state from which we source our state data. | Iris/ReplicationSystem/PropertyReplicationFragment.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FPropertyReplicationState * GetPropertyReplicationState() |
Allow access to replication state | Iris/ReplicationSystem/PropertyReplicationFragment.h | |
void Register
(
FFragmentRegistrationContext& Fragments |
Register an already existing PropertyReplicationFragment, for example one that is carried around by a base class | Iris/ReplicationSystem/PropertyReplicationFragment.h |
Protected
Overridden from FReplicationFragment
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyReplicatedState
(
FReplicationStateApplyContext& Context |
FReplicationFragment Implementation | Iris/ReplicationSystem/PropertyReplicationFragment.h | |
virtual void CallRepNotifies
(
FReplicationStateApplyContext& Context |
Optional method required for backwards compatibility mode which will be invoked for all Fragment with the EReplicationFragmentTraits::HasRepNotifies trait set. | Iris/ReplicationSystem/PropertyReplicationFragment.h | |
virtual void CollectOwner
(
FReplicationStateOwnerCollector* Owners |
Optional method required for backwards compatibility mode which is used to propagate required calls to Pre/PostNetReceive/PostRepNotifies. | Iris/ReplicationSystem/PropertyReplicationFragment.h | |
virtual bool PollReplicatedState
(
EReplicationFragmentPollFlags PollOption |
Optional Poll method required for backwards compatibility mode which will be invoked for all Fragment with the EReplicationFragmentTraits::NeedsPoll trait set. | Iris/ReplicationSystem/PropertyReplicationFragment.h | |
virtual void ReplicatedStateToString
(
FStringBuilderBase& StringBuilder, |
Optional method to output state data to StringBuilder. | Iris/ReplicationSystem/PropertyReplicationFragment.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FPropertyReplicationFragment * CreateAndRegisterFragment
(
UObject* InOwner, |
Create and register a PropertyReplicationFragment using the provided descriptor, the lifetime of the fragment will be managed by the ReplicationSystem Lifetime of the created fragment will be managed by the ReplicationSystem returns a pointer to the created fragment | Iris/ReplicationSystem/PropertyReplicationFragment.h |