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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <NetworkObjectList.h>
Classes | |
| struct | FSubObjectChannelReference |
| struct | FSubObjectChannelRefKeyFuncs |
Public Types | |
| typedef TSet< TSharedPtr< FNetworkObjectInfo >, FNetworkObjectKeyFuncs > | FNetworkObjectSet |
Stores the list of replicated actors for a given UNetDriver.
| typedef TSet<TSharedPtr<FNetworkObjectInfo>, FNetworkObjectKeyFuncs> FNetworkObjectList::FNetworkObjectSet |
| void FNetworkObjectList::AddInitialObjects | ( | UWorld *const | World, |
| UNetDriver * | NetDriver | ||
| ) |
Adds replicated actors in World to the internal set of replicated actors. Used when a net driver is initialized after some actors may have already been added to the world.
| World | The world from which actors are added. |
| NetDriver | The net driver to which this object list belongs. |
| void FNetworkObjectList::ClearRecentlyDormantConnection | ( | AActor *const | Actor, |
| UNetConnection *const | Connection, | ||
| UNetDriver * | NetDriver | ||
| ) |
Removes the recently dormant status from the passed in connection
| TSharedPtr< FNetworkObjectInfo > FNetworkObjectList::Find | ( | AActor *const | Actor | ) |
Attempts to find the Actor's FNetworkObjectInfo.
If info is not found (or the Actor is in an invalid state) an invalid TSharedPtr is returned.
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| TSharedPtr< FNetworkObjectInfo > * FNetworkObjectList::FindOrAdd | ( | AActor *const | Actor, |
| UNetDriver * | NetDriver, | ||
| bool * | OutWasAdded = nullptr |
||
| ) |
Attempts to find the Actor's FNetworkObjectInfo. If no info is found, then the Actor will be added to the list, and will assumed to be active.
If the Actor is dormant when this is called, it is the responsibility of the caller to call MarkDormant immediately.
If info cannot be found or created, nullptr will be returned.
| void FNetworkObjectList::FlushDormantActors | ( | UNetConnection *const | Connection, |
| const FName & | PackageName | ||
| ) |
Marks any actors in the given package/level active if they were fully dormant or dormant for the passed in connection
| void FNetworkObjectList::ForceActorRelevantNextUpdate | ( | AActor *const | Actor, |
| UNetDriver * | NetDriver | ||
| ) |
Force this actor to be relevant for at least one update
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inline |
Returns a const reference to the active set of tracked actors.
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inline |
Returns a const reference to the entire set of tracked actors.
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inline |
Returns a const reference to the entire set of dormant actors.
| int32 FNetworkObjectList::GetNumDormantActorsForConnection | ( | UNetConnection *const | Connection | ) | const |
| void FNetworkObjectList::HandleConnectionAdded | ( | ) |
Does the necessary house keeping when a new connection is added When a new connection is added, we must add all objects back to the active list so the new connection will process it Once the objects is dormant on that connection, it will then be removed from the active list again
| bool FNetworkObjectList::MarkActive | ( | AActor *const | Actor, |
| UNetConnection *const | Connection, | ||
| UNetDriver * | NetDriver | ||
| ) |
Marks this object as active for the passed in connection
Marks this object dirty for replays using delta checkpoints
| void FNetworkObjectList::MarkDormant | ( | AActor *const | Actor, |
| UNetConnection *const | Connection, | ||
| const int32 | NumConnections, | ||
| UNetDriver * | NetDriver | ||
| ) |
Marks this object as dormant for the passed in connection
Called when the netdriver gets notified that an actor is destroyed
Called when a replicated actor is about to be carried from one world to another
| void FNetworkObjectList::OnPostSeamlessTravel | ( | ) |
Called when seamless traveling is almost done just before we initialize the new world
Removes actor from the internal list, and any cleanup that is necessary (i.e. resetting dormancy state)
| void FNetworkObjectList::Reset | ( | ) |
| void FNetworkObjectList::ResetDormancyState | ( | ) |
Clears all state related to dormancy
| void FNetworkObjectList::ResetReplayDirtyTracking | ( | ) |