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