UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PackageMapClient.cpp File Reference

Classes

struct  FExportFlags
 
class  FArchiveCountMemGUID
 

Namespaces

namespace  UE
 
namespace  UE::Net
 
namespace  UE::Net::Private
 

Functions

 DECLARE_LLM_MEMORY_STAT (TEXT("GuidCache"), STAT_GuidCacheLLM, STATGROUP_LLMFULL)
 
 LLM_DEFINE_TAG (GuidCache, NAME_None, TEXT("Networking"), GET_STATFNAME(STAT_GuidCacheLLM), GET_STATFNAME(STAT_NetworkingSummaryLLM))
 
 CSV_DEFINE_CATEGORY (PackageMap, true)
 
void BroadcastNetFailure (UNetDriver *Driver, ENetworkFailure::Type FailureType, const FString &ErrorStr)
 
bool SplitAndAppendCustomExportsBunch (TArray< FOutBunch * > &AdditionalRequiredBunches, FOutBunch *&OriginalBunch, int32 MaxBunchSizeInBits)
 
FArchiveoperator<< (FArchive &Ar, FNetFieldExport &C)
 
FArchiveoperator<< (FArchive &Ar, FNetFieldExportGroup &C)
 

Variables

FAutoConsoleVariableRef CVarEnableMultiplayerWorldOriginRebasing
 
int32 UE::Net::MaxSerializedNetGuids = 2048
 
int32 UE::Net::MaxSerializedReplayNetGuids = 32 * 1024
 
int32 UE::Net::MaxSerializedNetExportGroups = 64 * 1024
 
int32 UE::Net::MaxSerializedNetExportsPerGroup = 128 * 1024
 
FAutoConsoleCommand ListNetGUIDExportsCommand (TEXT("net.ListNetGUIDExports"), TEXT("Lists open actor channels"), FConsoleCommandDelegate::CreateStatic(ListNetGUIDExports))
 

Function Documentation

◆ BroadcastNetFailure()

void BroadcastNetFailure ( UNetDriver Driver,
ENetworkFailure::Type  FailureType,
const FString &  ErrorStr 
)

◆ CSV_DEFINE_CATEGORY()

CSV_DEFINE_CATEGORY ( PackageMap  ,
true   
)

◆ DECLARE_LLM_MEMORY_STAT()

DECLARE_LLM_MEMORY_STAT ( TEXT("GuidCache")  ,
STAT_GuidCacheLLM  ,
STATGROUP_LLMFULL   
)

◆ LLM_DEFINE_TAG()

LLM_DEFINE_TAG ( GuidCache  ,
NAME_None  ,
TEXT("Networking")  ,
GET_STATFNAME(STAT_GuidCacheLLM ,
GET_STATFNAME(STAT_NetworkingSummaryLLM  
)

◆ operator<<() [1/2]

FArchive & operator<< ( FArchive Ar,
FNetFieldExport C 
)

◆ operator<<() [2/2]

FArchive & operator<< ( FArchive Ar,
FNetFieldExportGroup C 
)

◆ SplitAndAppendCustomExportsBunch()

bool SplitAndAppendCustomExportsBunch ( TArray< FOutBunch * > &  AdditionalRequiredBunches,
FOutBunch *&  OriginalBunch,
int32  MaxBunchSizeInBits 
)

Takes an outgoing custom exports bunch and splits it into multiple bunches if it will be too large to fit in a single Packet (specified by MaxBunchSizeInBits). Notes:

  • The passed-in Bunch argument can be invalidated (if a split occurs).
  • We are not setting bPartialInitial or bPartialFinal on the first/last bunches because this code is intended to be used before such flags get set on the final bundles of outgoing bunches.

returns true of the Orignal bunch was split, false if not.

Variable Documentation

◆ CVarEnableMultiplayerWorldOriginRebasing

FAutoConsoleVariableRef CVarEnableMultiplayerWorldOriginRebasing
extern

◆ ListNetGUIDExportsCommand

FAutoConsoleCommand ListNetGUIDExportsCommand(TEXT("net.ListNetGUIDExports"), TEXT("Lists open actor channels"), FConsoleCommandDelegate::CreateStatic(ListNetGUIDExports)) ( TEXT("net.ListNetGUIDExports")  ,
TEXT("Lists open actor channels" ,
FConsoleCommandDelegate::CreateStatic(ListNetGUIDExports)   
)