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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "GameFramework/Actor.h"#include "ActorTransactionAnnotation.h"#include "Engine/LevelStreaming.h"#include "EngineStats.h"#include "Elements/Framework/EngineElementsLibrary.h"#include "Engine/NetConnection.h"#include "GameFramework/DamageType.h"#include "GameFramework/WorldSettings.h"#include "Net/Core/Misc/NetContext.h"#include "Net/Core/PropertyConditions/PropertyConditions.h"#include "TimerManager.h"#include "GameFramework/Pawn.h"#include "AI/NavigationSystemBase.h"#include "Components/SkeletalMeshComponent.h"#include "Engine/Engine.h"#include "Net/Core/PropertyConditions/RepChangedPropertyTracker.h"#include "UObject/AssetRegistryTagsContext.h"#include "UObject/CoreNetContext.h"#include "UObject/ObjectSaveContext.h"#include "Physics/Experimental/PhysScene_Chaos.h"#include "UObject/UE5MainStreamObjectVersion.h"#include "UObject/Package.h"#include "UObject/UE5SpecialProjectStreamObjectVersion.h"#include "UObject/FortniteMainBranchObjectVersion.h"#include "Kismet/GameplayStatics.h"#include "Engine/BlueprintGeneratedClass.h"#include "Engine/Level.h"#include "Engine/LocalPlayer.h"#include "Engine/InputDelegateBinding.h"#include "Engine/LevelStreamingPersistent.h"#include "Logging/MessageLog.h"#include "Net/UnrealNetwork.h"#include "Engine/Canvas.h"#include "DisplayDebugHelpers.h"#include "Engine/DemoNetDriver.h"#include "Components/PawnNoiseEmitterComponent.h"#include "Camera/CameraComponent.h"#include "PhysicalMaterials/PhysicalMaterial.h"#include "DeviceProfiles/DeviceProfileManager.h"#include "Interfaces/ITargetPlatform.h"#include "DeviceProfiles/DeviceProfile.h"#include "ObjectTrace.h"#include "Engine/AutoDestroySubsystem.h"#include "WorldPartition/WorldPartitionRuntimeCellInterface.h"#include "AutoRTFM.h"#include "Net/Iris/ReplicationSystem/EngineReplicationBridge.h"#include "Iris/ReplicationSystem/ReplicationSystem.h"#include "Iris/ReplicationSystem/Conditionals/ReplicationCondition.h"#include "Net/Iris/ReplicationSystem/ReplicationSystemUtil.h"#include "LevelUtils.h"#include "Components/DecalComponent.h"#include "Components/LightComponent.h"#include "GameFramework/InputSettings.h"#include "Algo/AnyOf.h"#include "PrimitiveSceneProxy.h"#include "UObject/MetaData.h"#include "Engine/DamageEvents.h"#include "Engine/SCS_Node.h"#include "HAL/LowLevelMemStats.h"#include "ProfilingDebugging/AssetMetadataTrace.h"#include "Engine/PackageMapClient.h"#include "Elements/Columns/TypedElementMiscColumns.h"#include "DataStorage/Features.h"#include "Elements/Interfaces/TypedElementDataStorageCompatibilityInterface.h"#include "WorldPartition/WorldPartitionLog.h"#include "WorldPartition/DataLayer/WorldDataLayers.h"#include "WorldPartition/WorldPartitionActorDescUtils.h"#include "WorldPartition/DataLayer/DataLayerAsset.h"#include "WorldPartition/DataLayer/ExternalDataLayerAsset.h"#include "WorldPartition/DataLayer/ExternalDataLayerInstance.h"#include "WorldPartition/DataLayer/DataLayerManager.h"#include "WorldPartition/ContentBundle/ContentBundlePaths.h"#include "WorldPartition/ActorInstanceGuids.h"#include "Engine/CoreSettings.h"#include "GameFramework/SpawnActorTimer.h"Classes | |
| class | FActorThreadContext |
Namespaces | |
| namespace | ActorUtils |
| namespace | ActorUtils::CVars |
| namespace | UE |
| namespace | UE::Private |
Macros | |
| #define | DEBUG_CALLSPACE(Format, ...) UE_LOG(LogNet, VeryVerbose, Format, __VA_ARGS__); |
| #define | LOCTEXT_NAMESPACE "Actor" |
| #define | CSV_RECORD_DETAILED_ACTOR_NET_STATS (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING && UE_SERVER) |
Functions | |
| DEFINE_LOG_CATEGORY (LogActor) | |
| DECLARE_CYCLE_STAT (TEXT("PostActorConstruction"), STAT_PostActorConstruction, STATGROUP_Engine) | |
| CSV_DEFINE_CATEGORY (ActorMigration, UE_WITH_REMOTE_OBJECT_HANDLE) | |
| bool | IsPrimCompValidAndAlive (UPrimitiveComponent *PrimComp) |
| bool | IsActorValidToNotify (AActor *Actor) |
| UNetDriver * | GetNetDriver_Internal (UWorld *World, FName NetDriverName) |
| FArchive & | operator<< (FArchive &Ar, FActorRootComponentReconstructionData::FAttachedActorInfo &ActorInfo) |
| FArchive & | operator<< (FArchive &Ar, FActorRootComponentReconstructionData &RootComponentData) |
| FArchive & | operator<< (FArchive &Ar, FActorTransactionAnnotationData &ActorTransactionAnnotationData) |
Variables | |
| bool | GDefaultUseSubObjectReplicationList |
| int32 | GOptimizeActorRegistration |
| #define CSV_RECORD_DETAILED_ACTOR_NET_STATS (CSV_PROFILER_STATS && !UE_BUILD_SHIPPING && UE_SERVER) |
Detailed CSV Recording of Actor Net Stats
| #define LOCTEXT_NAMESPACE "Actor" |
| CSV_DEFINE_CATEGORY | ( | ActorMigration | , |
| UE_WITH_REMOTE_OBJECT_HANDLE | |||
| ) |
| DECLARE_CYCLE_STAT | ( | TEXT("PostActorConstruction") | , |
| STAT_PostActorConstruction | , | ||
| STATGROUP_Engine | |||
| ) |
| DEFINE_LOG_CATEGORY | ( | LogActor | ) |
| UNetDriver * GetNetDriver_Internal | ( | UWorld * | World, |
| FName | NetDriverName | ||
| ) |
Used to determine if it is ok to call a notification on this object
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extern |
Util to check if prim comp pointer is valid and still alive
| FArchive & operator<< | ( | FArchive & | Ar, |
| FActorRootComponentReconstructionData & | RootComponentData | ||
| ) |
| FArchive & operator<< | ( | FArchive & | Ar, |
| FActorRootComponentReconstructionData::FAttachedActorInfo & | ActorInfo | ||
| ) |
| FArchive & operator<< | ( | FArchive & | Ar, |
| FActorTransactionAnnotationData & | ActorTransactionAnnotationData | ||
| ) |
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extern |
Selects if actor and actorcomponents will replicate subobjects using the registration list by default.
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extern |
Enables optimizations to actor and component registration