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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Public/MassReplicationProcessorBase.h |
Include |
#include "MassReplicationProcessorBase.h" |
UCLASS()
class UMassReplicationProcessorBase : public UMassProcessor_LODBase
Base processor that handles replication and only runs on the server. You should derive from this per entity type (that require different replication processing). It and its derived classes query Mass entity fragments and set those values for replication when appropriate, using the MassClientBubbleHandler.
Name | Description | ||
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bBubbleChanged |
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BubbleInfoClassHandle |
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BubbleInfos |
TODO review if we need to have this as a UPROPERTY at all and also if we can make this use a TInlineAllocator. |
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float |
BufferHysteresisOnDistancePercentage |
Hysteresis percentage on delta between the LOD distances |
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CachedClientHandles |
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CalculateLODQuery |
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CollectViewerInfoQuery |
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EntityQuery |
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LODCalculator |
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LODCollector |
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float[EMassLOD:... |
LODDistance |
Distance where each LOD becomes relevant |
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int32[EMassLOD:... |
LODMaxCount |
Maximum limit of entity per LOD |
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int32[EMassLOD:... |
LODMaxCountPerViewer |
Maximum limit of entity per LOD per viewer |
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ReplicationManager |
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float[EMassLOD:... |
UpdateInterval |
Distance where each LOD becomes relevant |
Name | Description | |
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UMassReplicationProcessorBase() |
Name | Description | ||
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CalculateClientReplication ( |
Implemented as straight template callbacks as when profiled this was faster than TFunctionRef. |
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ConfigureQueries() |
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Execute ( |
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T & |
GetTypedClientBubbleInfoChecked ( |
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PrepareExecution() |
Name | Description | ||
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Initialize ( |