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 UReplicationGraphNode : public UObject
Name | Description | ||
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AllChildNodes |
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bRequiresPrepareForReplicationCall |
Determines if PrepareForReplication() is called. |
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TSharedPtr< FRe... |
GraphGlobals |
Name | Description | |
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UReplicationGraphNode() |
Name | Description | ||
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CleanChildNodes |
Remove all null and about to be destroyed nodes from our list |
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T * |
CreateChildNode() |
Allocates and initializes ChildNode of a specific type T. |
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GatherActorListsForConnection ( |
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GetAllActorsInNode_Debugging ( |
Debugging only function to return a normal TArray of actor rep list (for logging, debug UIs, etc) |
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GetDebugString() |
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GetRequiresPrepareForReplication() |
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UWorld * |
GetWorld() |
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Initialize ( |
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LogNode ( |
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NotifyAddNetworkActor ( |
Called when a network actor is spawned or an actor changes replication status |
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NotifyRemoveNetworkActor ( |
Called when a networked actor is being destroyed or no longer wants to replicate |
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NotifyResetAllNetworkActors() |
Called when world changes or when all subclasses should dump any persistent data/lists about replicated actors here. |
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PrepareForReplication() |
Called once per frame prior to replication ONLY on root nodes (nodes created via UReplicationGraph::CreateNode) has RequiresPrepareForReplicationCall=true |
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RemoveChildNode ( |
Remove a child node from our list and flag it for destruction |
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TearDown() |
Mark the node and all its children PendingKill |
Name |
Description |
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NodeOrdering |
Node removal behavior |