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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Classes | |
| struct | FPhysicsIslandId |
| struct | FRemoteObjectClass |
| struct | FRemoteObjectStub |
Enumerations | |
| enum class | ERemoteReferenceType { Strong = 0 , Weak = 1 } |
| enum class | ERemoteObjectGetClassBehavior { ReturnNullIfNeverLocal , MigrateIfNeverLocal } |
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strong |
| COREUOBJECT_API bool UE::RemoteObject::Handle::CanResolveObject | ( | FRemoteObjectId | ObjectId | ) |
| COREUOBJECT_API void UE::RemoteObject::Handle::ChangeOwnerServerId | ( | const UObject * | Object, |
| FRemoteServerId | NewOwnerServerId | ||
| ) |
Sets the owner server id for a locally resident object
| COREUOBJECT_API void UE::RemoteObject::Handle::ChangePhysicsIslandId | ( | const UObject * | Object, |
| FPhysicsIslandId | NewPhysicsIslandId | ||
| ) |
| COREUOBJECT_API void UE::RemoteObject::Handle::ClearAllPhysicsServerId | ( | ) |
| COREUOBJECT_API UClass * UE::RemoteObject::Handle::GetClass | ( | FRemoteObjectId | ObjectId, |
| ERemoteObjectGetClassBehavior | GetClassBehavior | ||
| ) |
Attempts to Get the Class of a given ObjectId without performing a migration. This will succeed if the ObjectId has ever been local. If the RemoteObjectId has never been local, you can decide if a Migration will occur or Null should be returned.
| COREUOBJECT_API FRemoteServerId UE::RemoteObject::Handle::GetOwnerServerId | ( | const UObject * | Object | ) |
Get the owner server id for a locally resident object
| COREUOBJECT_API FPhysicsIslandId UE::RemoteObject::Handle::GetPhysicsIslandId | ( | const UObject * | Object | ) |
Get PhysicsIslandId of the input object
| UE_FORCEINLINE_HINT uint32 UE::RemoteObject::Handle::GetTypeHash | ( | const FPhysicsIslandId & | Key | ) |
| COREUOBJECT_API bool UE::RemoteObject::Handle::IsOwned | ( | const UObject * | Object | ) |
Checks if a locally resident object is owned by this server
| COREUOBJECT_API bool UE::RemoteObject::Handle::IsOwned | ( | FRemoteObjectId | ObjectId | ) |
Checks if an object id is owned by this server We are only able to check if we own the object. If we don't own the object then we don't have a reliable way of knowing who the owner is, which is why the below GetOwnerServerId function requires the object be locally resident
| COREUOBJECT_API bool UE::RemoteObject::Handle::IsRemote | ( | const UObject * | Object | ) |
Checks if an object (memory that has not yet been GC'd) is remote
| COREUOBJECT_API bool UE::RemoteObject::Handle::IsRemote | ( | FRemoteObjectId | ObjectId | ) |
Checks if an object associated with the specified unique id is remote
| COREUOBJECT_API UObject * UE::RemoteObject::Handle::ResolveObject | ( | const FRemoteObjectStub * | Stub, |
| ERemoteReferenceType | RefType = ERemoteReferenceType::Strong |
||
| ) |
Resolves a remote object given its stub, aborting the active transaction if the object is unavailable
| Stub | Basic data required to migrate a remote object |
| RefType | Reference type that wants to resolve an object |
| COREUOBJECT_API UObject * UE::RemoteObject::Handle::ResolveObject | ( | UObject * | Object, |
| ERemoteReferenceType | RefType = ERemoteReferenceType::Strong |
||
| ) |
| COREUOBJECT_API void UE::RemoteObject::Handle::TouchResidentObject | ( | UObject * | Object | ) |
| COREUOBJECT_API void UE::RemoteObject::Handle::UpdateAllPhysicsLocalIslandId | ( | const TMap< uint32, uint32 > & | PhysicsLocalIslandMergingMap | ) |
Updates all FPhysicsIslandId::PhysicsLocalIslandId based on input map. Usage can be found in description of UE::RemoteObject::Handle::UpdateAllPhysicsLocalIslandId
Updates PhysicsLocalIslandId of FPhysicsIslandId using the input map. Usage in DstmPhysicsMigration.cpp for local island computation.
| COREUOBJECT_API void UE::RemoteObject::Handle::UpdateAllPhysicsServerId | ( | const TMap< FPhysicsIslandId, FPhysicsIslandId > & | PhysicsServerMergingMap | ) |
Updates FPhysicsIslandId::PhysicsServerId using the input map. Updating PhysicsServerId only because it is the only data needed for physics migration. (SeeDstmPhysicsMigration.cpp)