| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h |
Include |
#include "ReplicationGraph.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient)
class UNetReplicationGraphConnection : public UReplicationConnectionDriver
Manages actor replication for a specific connection
Name | Description | ||
---|---|---|---|
|
ActorInfoMap |
A map of all of our per-actor data |
|
|
bEnableDebugging |
||
|
bEnableFullActorPrioritizationDetails |
||
|
ConnectionId |
ID that is assigned by the replication graph. Will be reassigned/compacted as clients disconnect. Useful for spacing out connection operations. E.g., not stable but always compact. |
|
|
DebugActor |
||
|
LastGatherLocations |
||
|
UNetConnection ... |
NetConnection |
|
|
OnClientVisibleLevelNameAdd |
||
|
OnClientVisibleLevelNameAddMap |
||
|
OnClientVisibleLevelNameRemove |
||
|
OnPostReplicatePrioritizeLists |
||
|
QueuedBitsForActorDiscovery |
Nb of bits sent for actor channel creation when a dedicated budget is allocated for this. |
Name | Description | |
---|---|---|
|
UNetReplicationGraphConnection() |
Name | Description | ||
---|---|---|---|
|
GetClientVisibleLevelNames |
Generates a set of all the visible level names for this connection and its subconnections (if any) |
|
|
const TArray... |
GetConnectionGraphNodes() |
Returns connection graph nodes. |
|
NotifyResetAllNetworkActors() |
Name | Description | ||
---|---|---|---|
|
NotifyActorChannelAdded ( |
||
|
NotifyActorChannelCleanedUp ( |
||
|
NotifyActorChannelRemoved ( |
||
|
NotifyAddDestructionInfo ( |
||
|
NotifyAddDormantDestructionInfo ( |
||
|
NotifyClientVisibleLevelNamesAdd |
||
|
NotifyClientVisibleLevelNamesRemove ( |
||
|
NotifyRemoveDestructionInfo ( |
||
|
NotifyResetDestructionInfo() |
||
|
TearDown() |
Name | Description | ||
---|---|---|---|
|
LastGatherLocation |
Use the LastGatherLocations to have support for subconnection lookups |