FObjectReplicator

Represents an object that is currently being replicated or handling RPCs.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Net/DataReplication.h

Include

#include "Net/DataReplication.h"

Syntax

class FObjectReplicator

Remarks

Represents an object that is currently being replicated or handling RPCs.

NetGUID ObjRef


Properties...

RPCs...


</End Tag>


Variables

Name Description

Public variable

uint32: 1

 

bForceUpdateUnmapped

True if we need to do an unmapped check next frame.

Public variable

uint32: 1

 

bHasReplicatedProperties

Whether or not we've already replicated properties this frame.

Public variable

uint32: 1

 

bLastUpdateEmpty

True if last update (ReplicateActor) produced no replicated properties

Public variable

uint32: 1

 

bOpenAckCalled

Whether or not the Actor Channel on which we're replicating has been Opened / Acked by the receiver.

Public variable

TSharedPtr< cla...

 

ChangelistMgr

Public variable

TUniquePtr< FRe...

 

CheckpointRepState

Public variable

UNetConnection ...

 

Connection

Connection this replicator was created on.

Public variable

UClass *

 

ObjectClass

Public variable

FNetworkGUID

 

ObjectNetGUID

Net GUID for the object we're replicating.

Public variable

UObject *

 

ObjectPtr

Public variable

UActorChannel &...

 

OwningChannel

The Actor Channel that we're replicating on. This expected to be owned by Connection.

Public variable

TArray< FRPCPen...

 

PendingLocalRPCs

Information on RPCs that have been received but not yet executed

Public variable

TSet< FNetworkG...

 

ReferencedGuids

Public variable

TArray< FRPCCal...

 

RemoteFuncInfo

Meta information on pending net RPCs (to be sent)

Public variable

FOutBunch *

 

RemoteFunctions

Public variable

TSharedPtr< FRe...

 

RepLayout

Public variable

TUniquePtr< FRe...

 

RepState

Public variable

int32

 

TrackedGuidMemoryBytes

The amount of memory (in bytes) that we're using to track Unmapped GUIDs.

Constructors

Name Description

Public function

FObjectReplicator()

Destructors

Name Description

Public function

~FObjectReplicator()

Functions

Name Description

Public function

void

 

CallRepNotifies

(
    bool bSkipIfChannelHasQueuedBunches
)

Public function

void

 

CleanUp()

Public function Const

void

 

CountBytes

(
    FArchive& Ar
)

Public function

void

 

ForceRefreshUnreliableProperties()

Public function Const

UObject *...

 

GetObject()

Public function Const

TWeakObjectP...

 

GetWeakObjectPtr()

Public function

void

 

InitRecentProperties

(
    uint8* Source
)

Recent/dirty related functions

Utility function to make a copy of the net properties

Public function

void

 

InitWithObject

(
    UObject* InObject,
    UNetConnection* InConnection,
    bool bUseDefaultState
)

Public function

bool

 

MoveMappedObjectToUnmapped

(
    const FNetworkGUID& GUID
)

Public function

void

 

PostNetReceive()

Public function

void

 

PostReceivedBunch()

Public function

void

 

PostSendBunch

(
    FPacketIdRange& PacketRange,
    uint8 bReliable
)

Public function

void

 

PreNetReceive()

Public function

void

 

QueuePropertyRepNotify

(
    UObject* Object,
    FProperty* Property,
    const int32 ElementIndex,
    TArray< uint8 >& MetaData
)

Public function

void

 

QueueRemoteFunctionBunch

(
    UFunction* Func,
    FOutBunch& Bunch
)

Public function

bool

 

ReadyForDormancy

(
    bool bDebug
)

Public function

bool

 

ReceivedBunch

(
    FNetBitReader& Bunch,
    const FReplicationFlags& RepFlags,
    const bool bHasRepLayout,
    bool& bOutHasUnmapped
)

Public function

void

 

ReceivedNak

(
    int32 NakPacketId
)

Packet was dropped

Public function

bool

 

ReceivedRPC

(
    FNetBitReader& Reader,
    const FReplicationFlags& RepFlags,
    const FFieldNetCache* FieldCac...,
    const bool bCanDelayRPC,
    bool& bOutDelayRPC,
    TSet< FNetworkGUID >& OutUnmappedG...
)

Public function

void

 

ReplicateCustomDeltaProperties

(
    FNetBitWriter& Bunch,
    FReplicationFlags RepFlags
)

Writes dirty properties to bunch

Public function

bool

 

ReplicateProperties

(
    FOutBunch& Bunch,
    FReplicationFlags RepFlags
)

Replicates properties to the Bunch. Returns true if it wrote anything

Public function

bool

 

SendCustomDeltaProperty

(
    UObject* InObject,
    uint16 CustomDeltaProperty,
    FNetBitWriter& OutBunch,
    TSharedPtr< INetDeltaBaseState >& ...,
    TSharedPtr< INetDeltaBaseState >& ...
)

Public function

bool

 

SendCustomDeltaProperty

(
    UObject* InObject,
    FProperty* Property,
    uint32 ArrayIndex,
    FNetBitWriter& OutBunch,
    TSharedPtr< INetDeltaBaseState >& ...,
    TSharedPtr< INetDeltaBaseState >& ...
)

Public function

void

 

SetObject

(
    UObject* NewObj
)

Public function

void

 

StartBecomingDormant()

Public function

void

 

StartReplicating

(
    UActorChannel* InActorChannel
)

Public function

void

 

StopReplicating

(
    UActorChannel* InActorChannel
)

Public function

void

 

UpdateCheckpoint()

Updates the custom delta state for a replay delta checkpoint

Public function

void

 

UpdateGuidToReplicatorMap()

Public function

void

 

UpdateUnmappedObjects

(
    bool& bOutHasMoreUnmapped
)

Public function

bool

 

ValidateAgainstState

(
    const UObject* ObjectState
)

Takes Data, and compares against shadow state to log differences

Public function Const

void

 

WritePropertyHeaderAndPayload

(
    UObject* Object,
    FProperty* Property,
    FNetFieldExportGroup* NetField...,
    FNetBitWriter& Bunch,
    FNetBitWriter& Payload
)

Classes

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