#include <GameplayDebuggerTypes.h>
◆ FHeader
◆ FGameplayDebuggerDataPack()
| FGameplayDebuggerDataPack::FGameplayDebuggerDataPack |
( |
| ) |
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inline |
◆ CheckDirtyAndUpdate()
| bool FGameplayDebuggerDataPack::CheckDirtyAndUpdate |
( |
| ) |
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◆ DECLARE_DELEGATE()
| FGameplayDebuggerDataPack::DECLARE_DELEGATE |
( |
FOnReset |
| ) |
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◆ DECLARE_DELEGATE_OneParam()
◆ GetProgress()
| float FGameplayDebuggerDataPack::GetProgress |
( |
| ) |
const |
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inline |
get replication progress in (0..1) range
◆ IsInProgress()
| bool FGameplayDebuggerDataPack::IsInProgress |
( |
| ) |
const |
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inline |
is replication in progress?
◆ IsMultiPacket()
◆ OnPacketRequest()
| void FGameplayDebuggerDataPack::OnPacketRequest |
( |
int16 |
DataVersion, |
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int32 |
DataOffset |
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) |
| |
◆ OnReplicated()
| void FGameplayDebuggerDataPack::OnReplicated |
( |
| ) |
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◆ RequestReplication()
| bool FGameplayDebuggerDataPack::RequestReplication |
( |
int16 |
SyncCounter | ) |
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◆ bIsDirty
| uint32 FGameplayDebuggerDataPack::bIsDirty |
force net replication, regardless DataCRC
◆ bNeedsConfirmation
| uint32 FGameplayDebuggerDataPack::bNeedsConfirmation |
if set, replication must be confirmed by client before sending next update
◆ bReceived
| uint32 FGameplayDebuggerDataPack::bReceived |
set when client receives complete data pack
◆ Data
◆ DataCRC
| uint32 FGameplayDebuggerDataPack::DataCRC |
CRC used to test changes in Data array
◆ Flags
◆ Header
| FHeader FGameplayDebuggerDataPack::Header |
minimal header used for DataPack state comparison
◆ PacketSize
| int32 FGameplayDebuggerDataPack::PacketSize = 512 |
|
static |
◆ PackId
| int32 FGameplayDebuggerDataPack::PackId |
◆ ResetDelegate
| FOnReset FGameplayDebuggerDataPack::ResetDelegate |
◆ SerializeDelegate
The documentation for this struct was generated from the following files: