UReplicationGraphNode

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MacOS
Linux

Inheritance Hierarchy

References

Module

ReplicationGraph

Header

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

Include

#include "ReplicationGraph.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine)
class UReplicationGraphNode : public UObject

Variables

Constructors

Name Description

Public function

UReplicationGraphNode()

Functions

Name Description

Public function

void

 

CleanChildNodes

Remove all null and about to be destroyed nodes from our list

Public function

T *

 

CreateChildNode()

Allocates and initializes ChildNode of a specific type T.

Public function Virtual

void

 

GatherActorListsForConnection

(
    const FConnectionGatherActorListPar...
)

Public function Virtual Const

void

 

GetAllActorsInNode_Debugging

(
    TArray< FActorRepListType >& OutAr...
)

Debugging only function to return a normal TArray of actor rep list (for logging, debug UIs, etc)

Public function Virtual Const

FString

 

GetDebugString()

Public function Const

bool

 

GetRequiresPrepareForReplication()

Public function Virtual Const

UWorld *

 

GetWorld()

Public function

void

 

Initialize

(
    const TSharedPtr< FReplicationGraph...
)

Public function Virtual Const

void

 

LogNode

(
    FReplicationGraphDebugInfo& DebugI...,
    const FString& NodeName
)

Public function Virtual

void

 

NotifyAddNetworkActor

(
    const FNewReplicatedActorInfo& Act...
)

Called when a network actor is spawned or an actor changes replication status

Public function Virtual

bool

 

NotifyRemoveNetworkActor

(
    const FNewReplicatedActorInfo& Act...,
    bool bWarnIfNotFound
)

Called when a networked actor is being destroyed or no longer wants to replicate

Public function Virtual

void

 

NotifyResetAllNetworkActors()

Called when world changes or when all subclasses should dump any persistent data/lists about replicated actors here.

Public function Virtual

void

 

PrepareForReplication()

Called once per frame prior to replication ONLY on root nodes (nodes created via UReplicationGraph::CreateNode) has RequiresPrepareForReplicationCall=true

Public function

void

 

RemoveChildNode

Remove a child node from our list and flag it for destruction

Public function Virtual

void

 

TearDown()

Mark the node and all its children PendingKill

Enums

Name

Description

Public enum

NodeOrdering

Node removal behavior

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