Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
Include |
#include "GameFramework/Actor.h" |
Source |
/Engine/Source/Runtime/Engine/Private/ActorReplication.cpp |
virtual float GetReplayPriority
(
const FVector & ViewPos,
const FVector & ViewDir,
class AActor * Viewer,
AActor * ViewTarget,
UActorChannel *const InChannel,
float Time
)
Similar to GetNetPriority, but will only be used for prioritizing actors while recording a replay.
Priority of this actor for replays, higher is more important
Parameter |
Description |
---|---|
ViewPos |
Position of the viewer |
ViewDir |
Vector direction of viewer |
Viewer |
"net object" owned by the client for whom net priority is being determined (typically player controller) |
ViewTarget |
The actor that is currently being viewed/controlled by Viewer, usually a pawn |
InChannel |
Channel on which this actor is being replicated. |
Time |
Time since actor was last replicated |