| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/ReplicationGraph/Source/Public/BasicReplicationGraph.h |
Include |
#include "BasicReplicationGraph.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine)
class UBasicReplicationGraph : public UReplicationGraph
A basic implementation of replication graph. It only supports NetCullDistanceSquared, bAlwaysRelevant, bOnlyRelevantToOwner. These values cannot change per-actor at runtime. This is meant to provide a simple example implementation. More robust implementations will be required for more complex games. ShootGame is another example to check out.
To enable this via ini: [/Script/OnlineSubsystemUtils.IpNetDriver] ReplicationDriverClassName="/Script/ReplicationGraph.BasicReplicationGraph"
Name | Description | ||
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ActorsWithoutNetConnection |
Actors that are only supposed to replicate to their owning connection, but that did not have a connection on spawn |
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AlwaysRelevantForConnectionList |
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AlwaysRelevantNode |
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GridNode |
Name | Description | |
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UBasicReplicationGraph() |
Name | Description | ||
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UReplication... |
GetAlwaysRelevantNodeForConnection ( |
Name | Description | ||
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InitConnectionGraphNodes |
Override this function to init/configure graph for a specific connection. |
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InitGlobalActorClassSettings() |
Override this function to initialize the per-class data for replication |
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InitGlobalGraphNodes() |
Override this function to init/configure your project's Global Graph |
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RouteAddNetworkActorToNodes ( |
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RouteRemoveNetworkActorToNodes ( |
Name | Description | ||
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ServerReplicateActors ( |
The main function that will actually replicate actors. Called every server tick. |