UReplaySubsystem

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MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ReplaySubsystem.h

Include

#include "ReplaySubsystem.h"

Syntax

class UReplaySubsystem : public UGameInstanceSubsystem

Variables

Name Description

Public variable

bool

 

bLoadDefaultMapOnStop

Whether to reload the default map when StopReplay is called.

Functions

Name Description

Public function

void

 

AddEvent

(
    const FString& Group,
    const FString& Meta,
    const TArray< uint8 >& Data
)

Add an event to the currently recording replay, associated with the current time

Public function

void

 

AddOrUpdateEvent

(
    const FString& EventName,
    const FString& Group,
    const FString& Meta,
    const TArray< uint8 >& Data
)

Add or update an existing event in the recording replay, see AddEvent as well

Public function

void

 

AddUserToReplay

(
    const FString& UserString
)

Add a user to be associated with the replay (legacy)

Public function Const

FString

 

GetActiveReplayName()

Get current recording/playing replay name

Public function Const

float

 

GetReplayCurrentTime()

Get current recording/playing replay time

Public function Const

bool

 

IsPlaying()

Public function Const

bool

 

IsRecording()

Public function Const

bool

 

IsSavingCheckpoint()

Public function

bool

 

PlayReplay

(
    const FString& Name,
    UWorld* WorldOverride,
    const TArray< FString >& Additiona...
)

Begin replay playback

Public function

void

 

RecordReplay

(
    const FString& Name,
    const FString& FriendlyName,
    const TArray< FString >& Additiona...,
    TSharedPtr< IAnalyticsProvider > An...
)

Begin replay recording

Public function

void

 

SetCheckpointSaveMaxMSPerFrame

(
    const float InCheckpointSaveMaxMSPe...
)

Set per frame limit spent recording checkpoint data

Public function

void

 

StopReplay()

Stop replay recording/playback

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Deinitialize()

Implement this for deinitialization of instances of the system

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

UGameInstanceSubsystem

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