AActor::GetReplayPriority

Similar to GetNetPriority, but will only be used for prioritizing actors while recording a replay.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h

Include

#include "GameFramework/Actor.h"

Source

/Engine/Source/Runtime/Engine/Private/ActorReplication.cpp

Syntax

virtual float GetReplayPriority
(
    const FVector & ViewPos,
    const FVector & ViewDir,
    class AActor * Viewer,
    AActor * ViewTarget,
    UActorChannel *const InChannel,
    float Time
)

Remarks

Similar to GetNetPriority, but will only be used for prioritizing actors while recording a replay.

Returns

Priority of this actor for replays, higher is more important

Parameters

Parameter

Description

ViewPos

Position of the viewer

ViewDir

Vector direction of viewer

Viewer

"net object" owned by the client for whom net priority is being determined (typically player controller)

ViewTarget

The actor that is currently being viewed/controlled by Viewer, usually a pawn

InChannel

Channel on which this actor is being replicated.

Time

Time since actor was last replicated

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