| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h |
Include |
#include "ReplicationGraph.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine)
class UReplicationGraph : public UReplicationDriver
Manages actor replication for an entire world / net driver
Name | Description | ||
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ActiveNetworkActors |
The authoritative set of "what actors are in the graph" |
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bEnableFullActorPrioritizationDetailsAllConnections |
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Connections |
List of connection managers. This list is not sorted and not stable. |
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ConnectionsNeedingsPostTickDispatchFlush |
Connections needing a FlushNet in PostTickDispatch |
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CSVTracker |
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float |
DestructInfoMaxDistanceSquared |
The max distance between an FActorDestructionInfo and a connection that we will replicate. |
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FastSharedPathConstants |
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FastSharedReplicationBunch |
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UActorChannel &... |
FastSharedReplicationChannel |
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FastSharedReplicationFuncName |
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GlobalActorChannelFrameNumTimeout |
How long, in frames, without replicating before an actor channel is closed on a connection. |
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GlobalActorReplicationInfoMap |
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GlobalGraphNodes |
A list of nodes that can add actors to all connections. |
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TSharedPtr< FRe... |
GraphGlobals |
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UNetDriver *... |
NetDriver |
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PendingConnections |
ConnectionManagers that we have created but haven't officially been added to the net driver's ClientConnection list. |
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PrepareForReplicationNodes |
A list of nodes that want PrepareForReplication() to be called on them at the top of the replication frame. |
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PrioritizationConstants |
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PrioritizedReplicationList |
Temporary List we use while prioritizing actors |
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TSubclassOf< UN... |
ReplicationConnectionManagerClass |
The per-connection manager class to instantiate. |
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RPC_Multicast_OpenChannelForClass |
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RPCSendPolicyMap |
Special case handling of specific RPCs. Currently supports immediate send/flush for multicasts |
Name | Description | |
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UReplicationGraph() |
Name | Description | ||
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AddClientConnection ( |
Called by the NetDriver when the client connection is ready/added to the NetDriver's client connection list |
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AddNetworkActor ( |
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FlushNetDormancy |
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ForceNetUpdate ( |
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InitForNetDriver ( |
Called to associate a netdriver with a rep driver. |
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InitializeActorsInWorld ( |
Called after World and NetDriver have been set. |
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NotifyActorDormancyChange ( |
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NotifyActorFullyDormantForConnection ( |
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NotifyActorTearOff ( |
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PostTickDispatch() |
Called after the netdriver has handled TickDispatch |
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ProcessRemoteFunction |
Handles an RPC. |
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RemoveClientConnection ( |
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RemoveNetworkActor ( |
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ResetGameWorldState() |
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ServerReplicateActors ( |
The main function that will actually replicate actors. Called every server tick. |
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SetRepDriverWorld ( |
Called to associate a world with a rep driver. This will be called before InitForNetDriver |
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SetRoleSwapOnReplicate |
Name |
Description |
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FFastSharedPathConstants |
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FPrioritizationConstants |
Prioritization Constants: these affect how the final priority of an actor is calculated in the prioritize phase |
Name |
Description |
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OnListRequestExceedsPooledSize |
Invoked when a rep list is requested that exceeds the size of the preallocated lists |
Name | Description | ||
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ReplicateActorListsForConnection_Default ( |
Use the array format to support subconnections as well |
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ReplicateActorListsForConnection_FastShared ( |
Use the array format to support subconnections as well |