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API > API/Runtime > API/Runtime/IrisCore > API/Runtime/IrisCore/Iris
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Classes
| Type | Name | Description | |
|---|---|---|---|
| FFragmentRegistrationContext | |||
| FNetCullDistanceOverrides | |||
| FNetCullDistanceOverridesInitParams | |||
| FNetObjectGroupHandle | |||
| FNetRefHandle | FNetRefHandle | ||
| FNetToken | |||
| FNetTokenDataStore | Virtual interface for NetTokenDataStores | ||
| FNetTokenStore | This is the token store, we have one per game instance. | ||
| FNetTokenStoreKey | |||
| FObjectReplicatedBridgeCriticalClassConfig | |||
| FObjectReplicationBridgeDeltaCompressionConfig | |||
| FObjectReplicationBridgeFilterConfig | |||
| FObjectReplicationBridgeInstantiateResult | |||
| FObjectReplicationBridgePollConfig | |||
| FObjectReplicationBridgePrioritizerConfig | |||
| FObjectReplicationBridgeTypeStatsConfig | |||
| FPropertyReplicationFragment | FPropertyReplicationFragment - used to bind PropertyReplicationStates to their owner | ||
| FReplicationBridgeCreateNetRefHandleResult | |||
| FReplicationBridgeSerializationContext | |||
| FReplicationFragment | ReplicationFragment Binds one or more ReplicationState(s) to the owner and is the key piece to defining the state that makes up a NetObject Used to extract and set state data on the game side. | ||
| FReplicationFragmentInfo | Used when registering ReplicationFragments | ||
| FReplicationFragmentUtil | FPropertyReplicationFragment - used to bind PropertyReplicationStates to their owner | ||
| FReplicationInstanceOperations | |||
| FReplicationProtocolOperations | |||
| FReplicationStateApplyContext | |||
| FReplicationStateOperations | |||
| FReplicationStateOwnerCollector | |||
| FReplicationSystemFactory | |||
| FReplicationView | |||
| FRepTagFindInfo | |||
| FStringTokenStore | Simple token store used to store string tokens When the PackageMapRefactor is complete we will most likely rely on NetTagManager for persistent storage | ||
| FWorldLocations | |||
| FWorldLocationsInitParams | |||
| TFastArrayReplicationFragment | TFastArrayReplicationFragment - Binds a typed FastArray to a FReplicationfragment Used to support FFastArray-based serialization with no required code modifications Backed by a PropertyReplicationState which means that we will have to poll source data for dirtiness, in the case of FastArrays this involves comparing the replication key of the array and its items. | ||
| TNativeFastArrayReplicationFragment | TNativeFastArrayReplicationFragment - Binds a typed FastArray to a FReplicationfragments Used to support FFastArray-based serialization with some minor code modifications The FastArray must be changed to inherit from IrisFastArraySerializer instead of FFastArraySerializer which will inject a ReplicationStateHeader and a fixed size changemask, in it most basic form this allows us to not keep a full copy the fast array to detect dirtiness but instead only store the ReplicationID and ReplicationKeys. | ||
| TReplicationFragment | Typed replication fragments are used when we have generated ReplicationStates and will call the SetReplicatedState method on the parent class $IRIS TODO: Introduce policies based on ReplicationStateTraits, i.e. should we call other functions on Init etc? | ||
| UObjectReplicationBridge | Partial implementation of ReplicationBridge that can be used as a foundation for implementing support for replicating objects derived from UObject | ||
| UObjectReplicationBridgeConfig | |||
| UReplicationBridge | |||
| UReplicationSystem |
Typedefs
Enums
| Type | Name | Description | |
|---|---|---|---|
| EEndReplicationFlags | |||
| EReplicationBridgeCreateNetRefHandleResultFlags | |||
| EReplicationBridgeDestroyInstanceFlags | |||
| EReplicationBridgeDestroyInstanceReason | |||
| UE::Net::EDependentObjectSchedulingHint | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Net::EFragmentRegistrationFlags | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Net::EGetRefHandleFlags | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Net::ENetObjectAttachmentSendPolicyFlags | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Net::ENetObjectDeltaCompressionStatus | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Net::EReplicationFragmentPollFlags | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Net::EReplicationFragmentTraits | Traits describing a ReplicationFragmet | ||
| UE::Net::EReplicationStateToStringFlags | Copyright Epic Games, Inc. All Rights Reserved. | ||
| UE::Net::EReplicationSystemSendPass | Copyright Epic Games, Inc. All Rights Reserved. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| const TCHAR * | |||
| FString | LexToString
(
EEndReplicationFlags EndReplicationFlags |
||
| const TCHAR * | LexToString
(
EReplicationBridgeDestroyInstanceFlags DestroyFlags |
||
| FRepTag | The invalid RepTag can be used for purposes where one wants to know if there's a valid tag or not. | ||
| uint64 | UE::Net::GetObjectIdForNetTrace
(
const FNetRefHandle& Handle |
||
| UReplicationSystem * | |||
| uint32 | UE::Net::GetTypeHash
(
const FNetObjectGroupHandle Handle |
||
| uint32 | UE::Net::GetTypeHash
(
const FNetRefHandle& Handle |
||
| uint32 | UE::Net::GetTypeHash
(
const FNetToken& Token |
||
| const TCHAR * | UE::Net::LexToString
(
ENetObjectAttachmentSendPolicyFlags SendFlags |
||
| FReplicationFragment * | UE::Net::Private::CreateAndRegisterFragment
(
UObject* Owner, |