UReplicationDriver

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Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/ReplicationDriver.h

Include

#include "Engine/ReplicationDriver.h"

Syntax

class UReplicationDriver : public UObject

Constructors

Name Description

Public function

UReplicationDriver()

Functions

Name Description

Public function Virtual

void

 

AddClientConnection

(
    UNetConnection* NetConnection
)

Public function Virtual

void

 

AddNetworkActor

(
    AActor* Actor
)

Public function Static

UReplicationDriver *

 

CreateReplicationDriver

(
    UNetDriver* NetDriver,
    const FURL& URL,
    UWorld* World
)

This is the function UNetDriver calls to create its replication driver.

Public function Static

FCreateReplicationDriver &

 

CreateReplicationDriverDelegate()

Static delegate you can bind to override replication driver creation

Public function Virtual

void

 

FlushNetDormancy

(
    AActor* Actor,
    bool WasDormInitial
)

Public function Virtual

void

 

ForceNetUpdate

(
    AActor* Actor
)

Public function Virtual

void

 

InitForNetDriver

(
    UNetDriver* InNetDriver
)

Called to associate a netdriver with a rep driver.

Public function Virtual

void

 

InitializeActorsInWorld

(
    UWorld* InWorld
)

Called after World and NetDriver have been set.

Public function Virtual

void

 

NotifyActorDormancyChange

(
    AActor* Actor,
    ENetDormancy OldDormancyState
)

Public function Virtual

void

 

NotifyActorFullyDormantForConnection

(
    AActor* Actor,
    UNetConnection* Connection
)

Public function Virtual

void

 

NotifyActorTearOff

(
    AActor* Actor
)

Public function Virtual

void

 

PostTickDispatch()

Called after the netdriver has handled TickDispatch

Public function Virtual

bool

 

ProcessRemoteFunction

(
    AActor* Actor,
    UFunction* Function,
    void* Parameters,
    FOutParmRec* OutParms,
    FFrame* Stack,
    UObject* SubObject
)

Handles an RPC.

Public function Virtual

void

 

RemoveClientConnection

(
    UNetConnection* NetConnection
)

Public function Virtual

void

 

RemoveNetworkActor

(
    AActor* Actor
)

Public function Virtual

void

 

ResetGameWorldState()

Public function Virtual

int32

 

ServerReplicateActors

(
    float DeltaSeconds
)

The main function that will actually replicate actors. Called every server tick.

Public function Virtual

void

 

SetRepDriverWorld

(
    UWorld* InWorld
)

Called to associate a world with a rep driver. This will be called before InitForNetDriver

Public function Virtual

void

 

TearDown()

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