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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <NetworkObjectList.h>
Classes | |
| struct | FNetConnectionKeyFuncs |
Public Member Functions | |
| FNetworkObjectInfo () | |
| FNetworkObjectInfo (AActor *InActor) | |
| void | CountBytes (FArchive &Ar) const |
Struct to store an actor pointer and any internal metadata for that actor used internally by a UNetDriver.
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inline |
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inline |
| AActor* FNetworkObjectInfo::Actor |
Pointer to the replicated actor.
| uint8 FNetworkObjectInfo::bDirtyForReplay |
Should this object be considered for replay checkpoint writes
| 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
| uint8 FNetworkObjectInfo::bSwapRolesOnReplicate |
Should channel swap roles while calling ReplicateActor
| TSet<TWeakObjectPtr<UNetConnection>, FNetConnectionKeyFuncs> FNetworkObjectInfo::DormantConnections |
List of connections that this actor is dormant on
| uint32 FNetworkObjectInfo::ForceRelevantFrame = 0 |
Force this object to be considered relevant for at least one update
| double FNetworkObjectInfo::LastNetReplicateTime |
Last absolute time in seconds since actor actually sent something during replication
| double FNetworkObjectInfo::LastNetUpdateTimestamp |
Last time this actor was updated for replication via NextUpdateTime
| double FNetworkObjectInfo::NextUpdateTime |
Next time to consider replicating the actor. Based on FPlatformTime::Seconds().
| float FNetworkObjectInfo::OptimalNetUpdateDelta |
Optimal delta between replication updates based on how frequently actor properties are actually changing
| 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)
| 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