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

#include <NetworkObjectList.h>

Classes

struct  FNetConnectionKeyFuncs
 

Public Member Functions

 FNetworkObjectInfo ()
 
 FNetworkObjectInfo (AActor *InActor)
 
void CountBytes (FArchive &Ar) const
 

Public Attributes

AActorActor
 
TWeakObjectPtr< AActorWeakActor
 
double NextUpdateTime
 
double LastNetReplicateTime
 
float OptimalNetUpdateDelta
 
double LastNetUpdateTimestamp
 
TSet< TWeakObjectPtr< UNetConnection >, FNetConnectionKeyFuncsDormantConnections
 
TSet< TWeakObjectPtr< UNetConnection >, FNetConnectionKeyFuncsRecentlyDormantConnections
 
uint8 bPendingNetUpdate: 1
 
uint8 bDirtyForReplay: 1
 
uint8 bSwapRolesOnReplicate: 1
 
uint32 ForceRelevantFrame = 0
 

Detailed Description

Struct to store an actor pointer and any internal metadata for that actor used internally by a UNetDriver.

Constructor & Destructor Documentation

◆ FNetworkObjectInfo() [1/2]

FNetworkObjectInfo::FNetworkObjectInfo ( )
inline

◆ FNetworkObjectInfo() [2/2]

FNetworkObjectInfo::FNetworkObjectInfo ( AActor InActor)
inline

Member Function Documentation

◆ CountBytes()

void FNetworkObjectInfo::CountBytes ( FArchive Ar) const

Member Data Documentation

◆ Actor

AActor* FNetworkObjectInfo::Actor

Pointer to the replicated actor.

◆ bDirtyForReplay

uint8 FNetworkObjectInfo::bDirtyForReplay

Should this object be considered for replay checkpoint writes

◆ bPendingNetUpdate

uint8 FNetworkObjectInfo::bPendingNetUpdate

Is this object still pending a full net update due to clients that weren't able to replicate the actor at the time of LastNetUpdateTime

◆ bSwapRolesOnReplicate

uint8 FNetworkObjectInfo::bSwapRolesOnReplicate

Should channel swap roles while calling ReplicateActor

◆ DormantConnections

TSet<TWeakObjectPtr<UNetConnection>, FNetConnectionKeyFuncs> FNetworkObjectInfo::DormantConnections

List of connections that this actor is dormant on

◆ ForceRelevantFrame

uint32 FNetworkObjectInfo::ForceRelevantFrame = 0

Force this object to be considered relevant for at least one update

◆ LastNetReplicateTime

double FNetworkObjectInfo::LastNetReplicateTime

Last absolute time in seconds since actor actually sent something during replication

◆ LastNetUpdateTimestamp

double FNetworkObjectInfo::LastNetUpdateTimestamp

Last time this actor was updated for replication via NextUpdateTime

Warning
: internal net driver time, not related to WorldSettings.TimeSeconds

◆ NextUpdateTime

double FNetworkObjectInfo::NextUpdateTime

Next time to consider replicating the actor. Based on FPlatformTime::Seconds().

◆ OptimalNetUpdateDelta

float FNetworkObjectInfo::OptimalNetUpdateDelta

Optimal delta between replication updates based on how frequently actor properties are actually changing

◆ RecentlyDormantConnections

TSet<TWeakObjectPtr<UNetConnection>, FNetConnectionKeyFuncs> FNetworkObjectInfo::RecentlyDormantConnections

A list of connections that this actor has recently been dormant on, but the actor doesn't have a channel open yet. These need to be differentiated from actors that the client doesn't know about, but there's no explicit list for just those actors. (this list will be very transient, with connections being moved off the DormantConnections list, onto this list, and then off once the actor has a channel again)

◆ WeakActor

TWeakObjectPtr<AActor> FNetworkObjectInfo::WeakActor

WeakPtr to actor. This is cached here to prevent constantly constructing one when needed for (things like) keys in TMaps/TSets


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