FReplicationFlags

Structure to hold and pass around transient flags used during replication.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h

Include

#include "Engine/EngineTypes.h"

Syntax

struct FReplicationFlags

Remarks

Structure to hold and pass around transient flags used during replication.

Variables

Name Description

Public variable

union FReplicat...

 

@1702

Public variable

uint32: 1

 

bForceInitialDirty

True if we should force all properties dirty on initial replication.

Public variable

uint32: 1

 

bIgnoreRPCs

True if this actor's RPCs should be ignored.

Public variable

uint32: 1

 

bNetInitial

True if this is the initial network update for the replicating actor.

Public variable

uint32: 1

 

bNetOwner

True if replicating actor is owned by the player controller on the target machine.

Public variable

uint32: 1

 

bNetSimulated

True if this is actor is RemoteRole simulated.

Public variable

uint32: 1

 

bReplay

True if this actor is replicating on a replay connection.

Public variable

uint32: 1

 

bRepPhysics

True if this is actor's ReplicatedMovement.bRepPhysics flag is true.

Public variable

uint32: 1

 

bRolesOnly

True if we should only compare role properties in CompareProperties

Public variable

uint32: 1

 

bSerializePropertyNames

True if we should serialize property names instead of handles.

Public variable

uint32: 1

 

bSkipRoleSwap

True if we should not swap the role and remote role of this actor when receiving properties.

Public variable

uint32: 1

 

bUseCustomSubobjectReplication

True if a subclass of UActorChannel needs custom subobject replication

Public variable

uint32

 

Value

Constructors

Name Description

Public function

FReplicationFlags()