UReplicationGraphNode_GridSpatialization2D

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UReplicationGraphNode

UReplicationGraphNode_GridSpatialization2D

References

Module

ReplicationGraph

Header

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

Include

#include "ReplicationGraph.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UReplicationGraphNode_GridSpatialization2D : public UReplicationGraphNode

Variables

Name Description

Public variable

bool

 

bDestroyDormantDynamicActors

When enabled the RepGraph tells clients to destroy dormant dynamic actors when they go out of relevancy.

Public variable

float

 

CellSize

Public variable

float

 

ConnectionMaxZ

Public variable

TFunction< URep...

 

CreateCellNodeOverride

Allow graph to override function for creating cell nodes in this grid.

Public variable

TArray< FString...

 

DebugActorNames

Public variable

FVector2D

 

SpatialBias

Constructors

Functions

Name Description

Public function

void

 

AddActor_Dormancy

(
    const FNewReplicatedActorInfo& Act...,
    FGlobalActorReplicationInfo& Actor...
)

Public function

void

 

AddActor_Dynamic

(
    const FNewReplicatedActorInfo& Act...,
    FGlobalActorReplicationInfo& Actor...
)

Public function

void

 

AddActor_Static

(
    const FNewReplicatedActorInfo& Act...,
    FGlobalActorReplicationInfo& Actor...
)

Protected function Virtual

void

 

AddActorInternal_Dynamic

(
    const FNewReplicatedActorInfo& Act...
)

For adding new actor to the graph

Protected function Virtual

void

 

AddActorInternal_Static

(
    const FNewReplicatedActorInfo& Act...,
    FGlobalActorReplicationInfo& Actor...,
    bool IsDormancyDriven
)

Protected function Virtual

void

 

AddActorInternal_Static_Implementation

(
    const FNewReplicatedActorInfo& Act...,
    FGlobalActorReplicationInfo& Actor...,
    bool IsDormancyDriven
)

Public function

void

 

AddSpatialRebuildBlacklistClass

(
    UClass* Class
)

Public function

void

 

ForceRebuild()

Public function

void

 

NotifyActorCullDistChange

(
    AActor* Actor,
    FGlobalActorReplicationInfo& Globa...,
    float OldDist
)

Called if cull distance changes.

Public function

void

 

RemoveActor_Dormancy

(
    const FNewReplicatedActorInfo& Act...
)

Public function

void

 

RemoveActor_Dynamic

(
    const FNewReplicatedActorInfo& Act...
)

Public function

void

 

RemoveActor_Static

(
    const FNewReplicatedActorInfo& Act...
)

Protected function Virtual

void

 

RemoveActorInternal_Dynamic

(
    const FNewReplicatedActorInfo& Act...
)

Protected function Virtual

void

 

RemoveActorInternal_Static

(
    const FNewReplicatedActorInfo& Act...,
    FGlobalActorReplicationInfo& Actor...,
    bool WasAddedAsDormantActor
)

Public function

void

 

SetBiasAndGridBounds

(
    const FBox& GridBox
)

When the GridBounds is set we limit the creation of cells to be exclusively inside the passed region.

Overridden from UReplicationGraphNode

Name Description

Public function Virtual

void

 

GatherActorListsForConnection

(
    const FConnectionGatherActorListPar...
)

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

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