UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FGameplayDebuggerDataPack Struct Reference

#include <GameplayDebuggerTypes.h>

Public Types

using FHeader = FGameplayDebuggerDataPackHeader
 

Public Member Functions

 DECLARE_DELEGATE (FOnReset)
 
 DECLARE_DELEGATE_OneParam (FOnSerialize, FArchive &)
 
 FGameplayDebuggerDataPack ()
 
GAMEPLAYDEBUGGER_API bool CheckDirtyAndUpdate ()
 
GAMEPLAYDEBUGGER_API bool RequestReplication (int16 SyncCounter)
 
GAMEPLAYDEBUGGER_API void OnReplicated ()
 
GAMEPLAYDEBUGGER_API void OnPacketRequest (int16 DataVersion, int32 DataOffset)
 
float GetProgress () const
 
bool IsInProgress () const
 

Static Public Member Functions

static bool IsMultiPacket (int32 TestSize)
 

Public Attributes

TArray< uint8Data
 
FHeader Header
 
int32 PackId
 
uint32 DataCRC
 
uint32 bIsDirty: 1
 
uint32 bNeedsConfirmation: 1
 
uint32 bReceived: 1
 
EGameplayDebuggerDataPack Flags
 
FOnReset ResetDelegate
 
FOnSerialize SerializeDelegate
 

Static Public Attributes

static GAMEPLAYDEBUGGER_API int32 PacketSize = 512
 

Member Typedef Documentation

◆ FHeader

Constructor & Destructor Documentation

◆ FGameplayDebuggerDataPack()

FGameplayDebuggerDataPack::FGameplayDebuggerDataPack ( )
inline

Member Function Documentation

◆ CheckDirtyAndUpdate()

bool FGameplayDebuggerDataPack::CheckDirtyAndUpdate ( )

◆ DECLARE_DELEGATE()

FGameplayDebuggerDataPack::DECLARE_DELEGATE ( FOnReset  )

◆ DECLARE_DELEGATE_OneParam()

FGameplayDebuggerDataPack::DECLARE_DELEGATE_OneParam ( FOnSerialize  ,
FArchive  
)

◆ GetProgress()

float FGameplayDebuggerDataPack::GetProgress ( ) const
inline

get replication progress in (0..1) range

◆ IsInProgress()

bool FGameplayDebuggerDataPack::IsInProgress ( ) const
inline

is replication in progress?

◆ IsMultiPacket()

static bool FGameplayDebuggerDataPack::IsMultiPacket ( int32  TestSize)
inlinestatic

◆ OnPacketRequest()

void FGameplayDebuggerDataPack::OnPacketRequest ( int16  DataVersion,
int32  DataOffset 
)

◆ OnReplicated()

void FGameplayDebuggerDataPack::OnReplicated ( )

◆ RequestReplication()

bool FGameplayDebuggerDataPack::RequestReplication ( int16  SyncCounter)

Member Data Documentation

◆ 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

TArray<uint8> FGameplayDebuggerDataPack::Data

data being replicated

◆ DataCRC

uint32 FGameplayDebuggerDataPack::DataCRC

CRC used to test changes in Data array

◆ Flags

EGameplayDebuggerDataPack FGameplayDebuggerDataPack::Flags

data pack flags

◆ Header

FHeader FGameplayDebuggerDataPack::Header

minimal header used for DataPack state comparison

◆ PacketSize

int32 FGameplayDebuggerDataPack::PacketSize = 512
static

◆ PackId

int32 FGameplayDebuggerDataPack::PackId

auto assigned Id of pack

◆ ResetDelegate

FOnReset FGameplayDebuggerDataPack::ResetDelegate

◆ SerializeDelegate

FOnSerialize FGameplayDebuggerDataPack::SerializeDelegate

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