UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSendingRepState Class Reference

#include <RepLayout.h>

+ Inheritance diagram for FSendingRepState:

Public Member Functions

void CountBytes (FArchive &Ar) const
 
bool HasAnyPendingRetirements () const
 

Static Public Member Functions

static TStaticBitArray< COND_MaxBuildConditionMapFromRepFlags (const FReplicationFlags InFlags)
 

Public Attributes

bool bOpenAckedCalled
 
TEnumAsByte< ENetRoleSavedRemoteRole = ROLE_MAX
 
TEnumAsByte< ENetRoleSavedRole = ROLE_MAX
 
int32 HistoryStart
 
int32 HistoryEnd
 
int32 NumNaks
 
int32 LastChangelistIndex
 
int32 LastCompareIndex
 
uint32 CustomDeltaChangeIndex = 0
 
FReplicationFlags RepFlags
 
TSharedPtr< FRepChangedPropertyTrackerRepChangedPropertyTracker
 
FRepChangedHistory ChangeHistory [MAX_CHANGE_HISTORY]
 
TArray< FPropertyRetirementRetirement
 
TArray< FRepChangedHistoryPreOpenAckHistory
 
TArray< uint16LifetimeChangelist
 
TArray< uint16InactiveChangelist
 
TBitArray InactiveParents
 
TArray< TSharedPtr< INetDeltaBaseState > > RecentCustomDeltaState
 
TArray< TSharedPtr< INetDeltaBaseState > > CDOCustomDeltaState
 
TArray< TSharedPtr< INetDeltaBaseState > > CheckpointCustomDeltaState
 

Static Public Attributes

static constexpr int32 MAX_CHANGE_HISTORY = 32
 

Friends

class FRepLayout
 

Additional Inherited Members

- Protected Member Functions inherited from FNoncopyable
 FNoncopyable ()
 
 ~FNoncopyable ()
 

Detailed Description

Replication State that is only needed when sending properties.

Member Function Documentation

◆ BuildConditionMapFromRepFlags()

static TStaticBitArray< COND_Max > FSendingRepState::BuildConditionMapFromRepFlags ( const FReplicationFlags  InFlags)
inlinestatic

◆ CountBytes()

void FSendingRepState::CountBytes ( FArchive Ar) const

◆ HasAnyPendingRetirements()

bool FSendingRepState::HasAnyPendingRetirements ( ) const

Friends And Related Symbol Documentation

◆ FRepLayout

friend class FRepLayout
friend

Member Data Documentation

◆ bOpenAckedCalled

bool FSendingRepState::bOpenAckedCalled

Whether or not FRepLayout::OpenAcked has been called with this FRepState.

◆ CDOCustomDeltaState

TArray<TSharedPtr<INetDeltaBaseState> > FSendingRepState::CDOCustomDeltaState

Same as RecentCustomDeltaState, but this will always remain as the initial CDO version. We use this to send all properties since channel was first opened (for bResendAllDataSinceOpen).

◆ ChangeHistory

FRepChangedHistory FSendingRepState::ChangeHistory[MAX_CHANGE_HISTORY]

Circular buffer of changelists.

◆ CheckpointCustomDeltaState

TArray<TSharedPtr<INetDeltaBaseState> > FSendingRepState::CheckpointCustomDeltaState

Same as RecentCustomDeltaState, but will represent the state at the last checkpoint.

◆ CustomDeltaChangeIndex

uint32 FSendingRepState::CustomDeltaChangeIndex = 0

Tracking custom delta sends, for comparison against the changelist state.

◆ HistoryEnd

int32 FSendingRepState::HistoryEnd

Index in the buffer where changelist history ends (i.e., the Newest changelist).

◆ HistoryStart

int32 FSendingRepState::HistoryStart

Index in the buffer where changelist history starts (i.e., the Oldest changelist).

◆ InactiveChangelist

TArray<uint16> FSendingRepState::InactiveChangelist

Properties which are inactive through conditions have their changes stored here, so they can be applied if/when the property becomes active.

This should always be a valid changelist, even if no properties are inactive.

◆ InactiveParents

TBitArray FSendingRepState::InactiveParents

Cached set of inactive parent commands.

◆ LastChangelistIndex

int32 FSendingRepState::LastChangelistIndex

The last change list history item we replicated from FRepChangelistState. (If we are caught up to FRepChangelistState::HistoryEnd, there are no new changelists to replicate).

◆ LastCompareIndex

int32 FSendingRepState::LastCompareIndex

Tracks the last time this RepState actually replicated data. If this matches FRepChangelistState::CompareIndex, then there is definitely no new information since the last time we checked.

See also
FRepChangelistState::CompareIndex.

Note, we can't solely rely on on LastChangelistIndex, since changelists are stored in circular buffers.

◆ LifetimeChangelist

TArray<uint16> FSendingRepState::LifetimeChangelist

The unique list of properties that have changed since the channel was first opened

◆ MAX_CHANGE_HISTORY

constexpr int32 FSendingRepState::MAX_CHANGE_HISTORY = 32
staticconstexpr

The maximum number of individual changelists allowed.

◆ NumNaks

int32 FSendingRepState::NumNaks

Number of Changelist history entries that have outstanding Naks.

◆ PreOpenAckHistory

TArray<FRepChangedHistory> FSendingRepState::PreOpenAckHistory

List of changelists that were generated before the channel was fully opened.

◆ RecentCustomDeltaState

TArray<TSharedPtr<INetDeltaBaseState> > FSendingRepState::RecentCustomDeltaState

This is the delta state we need to compare with when determining what to send to a client for custom delta properties.

◆ RepChangedPropertyTracker

TSharedPtr<FRepChangedPropertyTracker> FSendingRepState::RepChangedPropertyTracker

◆ RepFlags

FReplicationFlags FSendingRepState::RepFlags

◆ Retirement

TArray<FPropertyRetirement> FSendingRepState::Retirement

Array of property retirements that we'll use to track retransmission for Custom Delta Properties.

◆ SavedRemoteRole

TEnumAsByte<ENetRole> FSendingRepState::SavedRemoteRole = ROLE_MAX

◆ SavedRole

TEnumAsByte<ENetRole> FSendingRepState::SavedRole = ROLE_MAX

The documentation for this class was generated from the following files: