| bAllowObjectReplication |
bool |
When true enable netobject subsystems like: property replication, filtering, prioritization, deltacompression, dirtytracking, etc. |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| bIsServer |
bool |
Is this replication system owned by a server or a client. |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| ForwardNetRPCCallDelegate |
UE::Net::FForwardNetRPCCallDelegate |
Delegate that receives every RPC executed locally. |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| InitialNetObjectListCount |
uint32 |
The default allocated size for lists referencing NetObjects by their internal index (NetBitArray or TArray). |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| MaxDeltaCompressedObjectCount |
uint32 |
The maximum amount of netobjects that can be added to the delta compression manager |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| MaxNetObjectGroupCount |
uint32 |
The maximum amount of filter groups that can be created. |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| MaxReplicatedObjectCount |
uint32 |
The maximum amount of netobjects that can be registered to the replication system Note that this variable is automatically rounded up to a multiple of 32 so that all available bits in the NetBitArray storage type are used. |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| MaxReplicationWriterObjectCount |
uint32 |
The maximum amount of netobjects that can replicate properties to remote connection. |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| NetObjectListGrowCount |
uint32 |
The amount by which we increase the size of every NetObjectList (NetBitArray and TArray) when we hit the initial amount. |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| NetTokenStore |
UE::Net::FNetTokenStore * |
NetTokenStore |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| PreAllocatedMemoryBuffersObjectCount |
uint32 |
The amount of netobjects to preallocate internal memory buffers for (NetChunkedArray types). |
Iris/ReplicationSystem/ReplicationSystem.h |
|
| ReplicationBridge |
UReplicationBridge * |
The replication bridge that allows communication between the replication system and the game engine |
Iris/ReplicationSystem/ReplicationSystem.h |
|