UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ReplicationStateDescriptor.h File Reference
#include "CoreTypes.h"
#include "Misc/EnumClassFlags.h"
#include "Templates/TypeHash.h"
#include <atomic>

Go to the source code of this file.

Classes

struct  UE::Net::FReplicationStateMemberDescriptor
 
struct  UE::Net::FReplicationStateMemberSerializerDescriptor
 
struct  UE::Net::FReplicationStateMemberTraitsDescriptor
 
struct  UE::Net::FReplicationStateMemberTagDescriptor
 
struct  UE::Net::FReplicationStateMemberFunctionDescriptor
 
struct  UE::Net::FReplicationStateMemberChangeMaskDescriptor
 
struct  UE::Net::FNetReferenceInfo
 
struct  UE::Net::FReplicationStateMemberReferenceDescriptor
 
struct  UE::Net::FReplicationStateMemberDebugDescriptor
 
struct  UE::Net::FReplicationStateIdentifier
 
struct  UE::Net::FReplicationStateMemberLifetimeConditionDescriptor
 
struct  UE::Net::FReplicationStateMemberRepIndexToMemberIndexDescriptor
 
struct  UE::Net::FReplicationStateMemberPropertyDescriptor
 
struct  UE::Net::FReplicationStateDescriptor
 

Namespaces

namespace  UE
 
namespace  UE::Net
 

Typedefs

typedef uint64 UE::Net::FRepTag
 
typedef void(* UE::Net::ConstructReplicationStateFunc) (uint8 *Buffer, const FReplicationStateDescriptor *Descriptor)
 
typedef void(* UE::Net::DestructReplicationStateFunc) (uint8 *Buffer, const FReplicationStateDescriptor *Descriptor)
 

Enumerations

enum class  UE::Net::EReplicationStateMemberTraits : uint16 {
  UE::Net::None = 0U , UE::Net::HasDynamicState = 1U << 0U , UE::Net::HasObjectReference = HasDynamicState << 1U , UE::Net::HasConnectionSpecificSerialization = HasObjectReference << 1U ,
  UE::Net::HasRepNotifyAlways = HasConnectionSpecificSerialization << 1U , UE::Net::UseSerializerIsEqual = HasRepNotifyAlways << 1U , UE::Net::HasPushBasedDirtiness = UseSerializerIsEqual << 1U
}
 
enum class  UE::Net::EReplicationStateTraits : uint32 {
  UE::Net::None = 0U , UE::Net::InitOnly = 1U , UE::Net::HasLifetimeConditionals = InitOnly << 1U , UE::Net::HasObjectReference = HasLifetimeConditionals << 1U ,
  UE::Net::NeedsRefCount = HasObjectReference << 1U , UE::Net::HasRepNotifies = NeedsRefCount << 1U , UE::Net::KeepPreviousState = HasRepNotifies << 1U , UE::Net::HasDynamicState = KeepPreviousState << 1U ,
  UE::Net::IsSourceTriviallyConstructible = HasDynamicState << 1U , UE::Net::IsSourceTriviallyDestructible = IsSourceTriviallyConstructible << 1U , UE::Net::AllMembersAreReplicated = IsSourceTriviallyDestructible << 1U , UE::Net::IsFastArrayReplicationState = AllMembersAreReplicated << 1U ,
  UE::Net::IsNativeFastArrayReplicationState = IsFastArrayReplicationState << 1U , UE::Net::HasConnectionSpecificSerialization = IsNativeFastArrayReplicationState << 1U , UE::Net::HasPushBasedDirtiness = HasConnectionSpecificSerialization << 1U , UE::Net::HasFullPushBasedDirtiness = HasPushBasedDirtiness << 1U ,
  UE::Net::SupportsDeltaCompression = HasFullPushBasedDirtiness << 1U , UE::Net::UseSerializerIsEqual = SupportsDeltaCompression << 1U , UE::Net::IsDerivedFromStructWithCustomSerializer = UseSerializerIsEqual << 1U , UE::Net::IsStructWithCustomSerializer = IsDerivedFromStructWithCustomSerializer << 1U
}
 

Functions

 UE::Net::ENUM_CLASS_FLAGS (EReplicationStateMemberTraits)
 
uint32 UE::Net::GetTypeHash (const FReplicationStateIdentifier &Identifier)
 
 UE::Net::ENUM_CLASS_FLAGS (EReplicationStateTraits)
 
void UE::Net::DescribeReplicationDescriptor (FString &OutString, const FReplicationStateDescriptor *Descriptor)