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ReplicationFragment to handle assigning Owner to replicated properties based on FNetworkPhysicsRewindDataProxy Info: A ReplicationFragment is an extension / override to the NetSerializer logic
| Name | FNetworkPhysicsRewindDataProxyReplicationFragment |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsComponent.h |
| Include Path | #include "Physics/NetworkPhysicsComponent.h" |
Syntax
class FNetworkPhysicsRewindDataProxyReplicationFragment : public UE::Net::FReplicationFragment
Inheritance Hierarchy
- FReplicationFragment → FNetworkPhysicsRewindDataProxyReplicationFragment
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FNetworkPhysicsRewindDataProxyReplicationFragment
(
EReplicationFragmentTraits InTraits, |
Physics/NetworkPhysicsComponent.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Owner | UObject * | Physics/NetworkPhysicsComponent.h | ||
| ReplicationStateDescriptor | TRefCountPtr< const FReplicationStateDescriptor > | Physics/NetworkPhysicsComponent.h | ||
| SrcReplicationState | TUniquePtr< FPropertyReplicationState > | Physics/NetworkPhysicsComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Register
(
FFragmentRegistrationContext& Context |
Physics/NetworkPhysicsComponent.h |
Protected Virtual
Overridden from FReplicationFragment
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyReplicatedState
(
FReplicationStateApplyContext& Context |
On receive, assign Owner to the target struct and then call Dequantize. | Physics/NetworkPhysicsComponent.h | |
virtual void CallRepNotifies
(
FReplicationStateApplyContext& Context |
Manually call OnRep_ functions. | Physics/NetworkPhysicsComponent.h | |
virtual void CollectOwner
(
FReplicationStateOwnerCollector* Owners |
Physics/NetworkPhysicsComponent.h | ||
virtual bool PollReplicatedState
(
EReplicationFragmentPollFlags PollOption |
Set replicated property as dirty if needed. | Physics/NetworkPhysicsComponent.h |