FConnectionReplicationActorInfo

Per-Actor data that is stored per connection

Windows
MacOS
Linux

References

Module

ReplicationGraph

Header

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

Include

#include "ReplicationGraphTypes.h"

Syntax

struct FConnectionReplicationActorInfo

Remarks

Per-Actor data that is stored per connection

Variables

Name Description

Public variable

uint32

 

ActorChannelCloseFrameNum

The frame num that we will close the actor channel.

Public variable

uint8: 1

 

bDormantOnConnection

Public variable

uint8: 1

 

bGridSpatilization_AlreadyDormant

Used as an optimization when doing 2D Grid Spatilization, prevents replicating the dormancy of the same actor twice in splitscreen evaluations.

Public variable

uint8: 1

 

bTearOff

Public variable

UActorChannel &...

 

Channel

Public variable

uint32

 

FastPath_LastRepFrameNum

Public variable

uint32

 

FastPath_NextReplicationFrameNum

The last frame that this actor replicated on to this connection FastPath versions of the above

Public variable

uint16

 

FastPath_ReplicationPeriodFrame

Public variable

uint32

 

LastRepFrameNum

The next frame we are allowed to replicate on

Public variable

uint32

 

NextReplicationFrameNum

Default replication

Public variable

uint16

 

ReplicationPeriodFrame

Min frames that have to pass between subsequent calls to ReplicateActor

Constructors

Functions

Name Description

Public function Const

float

 

GetCullDistance()

Public function Const

float

 

GetCullDistanceSquared()

Public function Const

void

 

LogDebugString

(
    FOutputDevice& Ar
)

Public function

void

 

ResetFrameCounters()

Resets the data, except for the "settings" data that we pulled from GlobalInfo

Public function

void

 

SetCullDistanceSquared

(
    float InCullDistanceSquared
)

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