Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
Include |
#include "Engine/EngineTypes.h" |
struct FReplicationFlags
Structure to hold and pass around transient flags used during replication.
Name | Description | ||
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union FReplicat... |
@1516 |
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uint32: 1 |
bIgnoreRPCs |
True if this actor's RPCs should be ignored. |
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uint32: 1 |
bNetInitial |
True if this is the initial network update for the replicating actor. |
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uint32: 1 |
bNetOwner |
True if replicating actor is owned by the player controller on the target machine. |
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uint32: 1 |
bNetSimulated |
True if this is actor is RemoteRole simulated. |
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uint32: 1 |
bReplay |
True if this actor is replicating on a replay connection. |
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uint32: 1 |
bRepPhysics |
True if this is actor's ReplicatedMovement.bRepPhysics flag is true. |
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uint32: 1 |
bRolesOnly |
True if we should only compare role properties in CompareProperties |
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uint32: 1 |
bSkipRoleSwap |
True if we should not swap the role and remote role of this actor when receiving properties. |
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Value |
Name | Description | |
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FReplicationFlags() |