FRepChangedPropertyTracker

This class is used to store meta data about properties that is shared between connections, including whether or not a given property is Conditional, Active, and any external data that may be needed for Replays.

Windows
MacOS
Linux

Inheritance Hierarchy

IRepChangedPropertyTracker

FRepChangedPropertyTracker

References

Module

Engine

Header

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

Include

#include "Net/RepLayout.h"

Syntax

class FRepChangedPropertyTracker : public IRepChangedPropertyTracker

Remarks

This class is used to store meta data about properties that is shared between connections, including whether or not a given property is Conditional, Active, and any external data that may be needed for Replays.

TODO: This class (and arguably IRepChangedPropertyTracker) should be renamed to reflect what they actually do now.

Variables

Name Description

Public variable

bool

 

bIsClientReplayRecording

Whether or not this is being used for a client replay recording.

Public variable

bool

 

bIsReplay

Whether or not this is being used for a replay (may be recording or playback).

Public variable

TArray< uint8 >

 

ExternalData

Public variable

uint32

 

ExternalDataNumBits

Public variable

TArray< FRepCha...

 

Parents

Activation data for top level Properties on the given Actor / Object.

Constructors

Name Description

Public function

FRepChangedPropertyTracker

(
    const bool InbIsReplay,
    const bool InbIsClientReplayRecordi...
)

Destructors

Overridden from IRepChangedPropertyTracker

Name Description

Public function Virtual Const

void

 

CountBytes

(
    FArchive& Ar
)

Used when tracking memory to gather the total size of a given instance.

Public function Virtual Const

bool

 

IsReplay()

Whether or not this is being used for a replay (may be recording or playback).

Public function Virtual

void

 

SetCustomIsActiveOverride

(
    UObject* OwningObject,
    const uint16 RepIndex,
    const bool bIsActive
)

Manually set whether or not Property should be marked inactive.

Public function Virtual

void

 

SetExternalData

(
    const uint8* Src,
    const int32 NumBits
)

Sets (or resets) the External Data.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss