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

#include <DataReplication.h>

Public Member Functions

 FRPCPendingLocalCall (const FFieldNetCache *InRPCField, const FReplicationFlags &InRepFlags, FNetBitReader &InReader, uint32 InReplicationFrame, const TSet< FNetworkGUID > &InUnmappedGuids)
 
void CountBytes (FArchive &Ar) const
 

Public Attributes

int32 RPCFieldIndex
 
FReplicationFlags RepFlags
 
TArray< uint8Buffer
 
int64 NumBits
 
uint32 FrameQueuedAt
 
TSet< FNetworkGUIDUnmappedGuids
 

Constructor & Destructor Documentation

◆ FRPCPendingLocalCall()

FObjectReplicator::FRPCPendingLocalCall::FRPCPendingLocalCall ( const FFieldNetCache InRPCField,
const FReplicationFlags InRepFlags,
FNetBitReader InReader,
uint32  InReplicationFrame,
const TSet< FNetworkGUID > &  InUnmappedGuids 
)
inline

Member Function Documentation

◆ CountBytes()

void FObjectReplicator::FRPCPendingLocalCall::CountBytes ( FArchive Ar) const

Member Data Documentation

◆ Buffer

TArray<uint8> FObjectReplicator::FRPCPendingLocalCall::Buffer

Buffer to serialize RPC out of

◆ FrameQueuedAt

uint32 FObjectReplicator::FRPCPendingLocalCall::FrameQueuedAt

The replication frame number when the RPC was queued. Used to track the latency caused by the delay.

◆ NumBits

int64 FObjectReplicator::FRPCPendingLocalCall::NumBits

Number of bits in buffer

◆ RepFlags

FReplicationFlags FObjectReplicator::FRPCPendingLocalCall::RepFlags

Flags this was replicated with

◆ RPCFieldIndex

int32 FObjectReplicator::FRPCPendingLocalCall::RPCFieldIndex

Index to the RPC that was delayed

◆ UnmappedGuids

TSet<FNetworkGUID> FObjectReplicator::FRPCPendingLocalCall::UnmappedGuids

Guids being waited on


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