AReplicationGraphDebugActor::GetNetConnection

===================== Debugging Tools (WIP) =====================

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Override Hierarchy

AActor::GetNetConnection()

AReplicationGraphDebugActor::GetNetConnection()

References

Module

ReplicationGraph

Header

/Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h

Include

#include "ReplicationGraph.h"

Source

/Engine/Plugins/Runtime/ReplicationGraph/Source/Private/ReplicationGraphDebugging.cpp

Syntax

virtual UNetConnection * GetNetConnection() const

Remarks

===================== Debugging Tools (WIP) =====================

Net.RepGraph.PrintGraph Prints replication graph to log (hierarchical representation of graph and its lists) Net.RepGraph.DrawGraph Draws replication graph on HUD

Net.RepGraph.PrintAllActorInfo Prints global and connection specific info about actors whose pathname contains MatchString. Can be called from client.

Net.RepGraph.PrioritizedLists.Print Prints prioritized replication list to log Net.RepGraph.PrioritizedLists.Draw Draws prioritized replication list on HUD

Net.RepGraph.PrintAll <"Class"/"Num"> Prints the replication graph and prioritized list for given ConnectionIdx for given Frames.

Net.PacketBudget.HUD Draws Packet Budget details on HUD Net.PacketBudget.HUD.Toggle Toggles capturing/updating the Packet Budget details HUD

Net.RepGraph.Lists.DisplayDebug Displays RepActoList stats on HUD Net.RepGraph.Lists.Stats Prints RepActorList stats to Log Net.RepGraph.Lists.Details Prints extended RepActorList details to log

Net.RepGraph.StarvedList Prints actor starvation stats to HUD

Net.RepGraph.SetDebugActor Call on client: sets server debug actor to the closest actor that matches ClassName. See RepGraphConditionalActorBreakpoint

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