| UObjectBase
|
Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/ReplicationDriver.h |
Include |
#include "Engine/ReplicationDriver.h" |
class UReplicationDriver : public UObject
Name | Description | |
---|---|---|
|
UReplicationDriver() |
Name | Description | ||
---|---|---|---|
|
AddClientConnection ( |
||
|
AddNetworkActor ( |
||
|
UReplication... |
CreateReplicationDriver ( |
This is the function UNetDriver calls to create its replication driver. |
|
FCreateRepli... |
CreateReplicationDriverDelegate() |
Static delegate you can bind to override replication driver creation |
|
FlushNetDormancy |
||
|
ForceNetUpdate ( |
||
|
InitForNetDriver ( |
Called to associate a netdriver with a rep driver. |
|
|
InitializeActorsInWorld ( |
Called after World and NetDriver have been set. |
|
|
NotifyActorDormancyChange ( |
||
|
NotifyActorFullyDormantForConnection ( |
||
|
NotifyActorTearOff ( |
||
|
NotifyDestructionInfoCreated ( |
Called when a destruction info is created for an actor. |
|
|
PostTickDispatch() |
Called after the netdriver has handled TickDispatch |
|
|
ProcessRemoteFunction |
Handles an RPC. |
|
|
RemoveClientConnection ( |
||
|
RemoveNetworkActor ( |
||
|
ResetGameWorldState() |
||
|
ServerReplicateActors ( |
The main function that will actually replicate actors. Called every server tick. |
|
|
SetRepDriverWorld ( |
Called to associate a world with a rep driver. This will be called before InitForNetDriver |
|
|
SetRoleSwapOnReplicate |
||
|
TearDown() |