FReplicationFlags

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

Windows
MacOS
Linux

Syntax

struct FReplicationFlags

Remarks

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

Variables

Name Description

Public variable

union FReplicat...

 

@1244

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

 

bSkipRoleSwap

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

Public variable

uint32

 

Value

Constructors

Name Description

Public function

FReplicationFlags()

References

Module

Engine

Header

Runtime/Engine/Classes/Engine/EngineTypes.h

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