UReplicationDriver

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MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/ReplicationDriver.h

Include

#include "Engine/ReplicationDriver.h"

Syntax

class UReplicationDriver : public UObject

Constructors

Name Description

Public function

UReplicationDriver()

Functions

Name Description

Public function Virtual

void

 

AddClientConnection

(
    UNetConnection* NetConnection
)

Public function Virtual

void

 

AddNetworkActor

(
    AActor* Actor
)

Public function Static

UReplication...

 

CreateReplicationDriver

(
    UNetDriver* NetDriver,
    const FURL& URL,
    UWorld* World
)

This is the function UNetDriver calls to create its replication driver.

Public function Static

FCreateRepli...

 

CreateReplicationDriverDelegate()

Static delegate you can bind to override replication driver creation

Public function Virtual

void

 

FlushNetDormancy

(
    AActor* Actor,
    bool WasDormInitial
)

Public function Virtual

void

 

ForceNetUpdate

(
    AActor* Actor
)

Public function Virtual

void

 

InitForNetDriver

(
    UNetDriver* InNetDriver
)

Called to associate a netdriver with a rep driver.

Public function Virtual

void

 

InitializeActorsInWorld

(
    UWorld* InWorld
)

Called after World and NetDriver have been set.

Public function Virtual

void

 

NotifyActorDormancyChange

(
    AActor* Actor,
    ENetDormancy OldDormancyState
)

Public function Virtual

void

 

NotifyActorFullyDormantForConnection

(
    AActor* Actor,
    UNetConnection* Connection
)

Public function Virtual

void

 

NotifyActorTearOff

(
    AActor* Actor
)

Public function Virtual

void

 

NotifyDestructionInfoCreated

(
    AActor* Actor,
    FActorDestructionInfo& Destruction...
)

Called when a destruction info is created for an actor.

Public function Virtual

void

 

PostTickDispatch()

Called after the netdriver has handled TickDispatch

Public function Virtual

bool

 

ProcessRemoteFunction

(
    AActor* Actor,
    UFunction* Function,
    void* Parameters,
    FOutParmRec* OutParms,
    FFrame* Stack,
    UObject* SubObject
)

Handles an RPC.

Public function Virtual

void

 

RemoveClientConnection

(
    UNetConnection* NetConnection
)

Public function Virtual

void

 

RemoveNetworkActor

(
    AActor* Actor
)

Public function Virtual

void

 

ResetGameWorldState()

Public function Virtual

int32

 

ServerReplicateActors

(
    float DeltaSeconds
)

The main function that will actually replicate actors. Called every server tick.

Public function Virtual

void

 

SetRepDriverWorld

(
    UWorld* InWorld
)

Called to associate a world with a rep driver. This will be called before InitForNetDriver

Public function Virtual

void

 

SetRoleSwapOnReplicate

(
    AActor* Actor,
    bool bSwapRoles
)

Public function Virtual

void

 

TearDown()

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