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

#include <EngineTypes.h>

Public Member Functions

 FReplicationFlags ()
 

Public Attributes

union { 
 
   struct { 
 
      uint32   bNetOwner:1 
 
      uint32   bNetInitial:1 
 
      uint32   bNetSimulated:1 
 
      uint32   bRepPhysics:1 
 
      uint32   bReplay:1 
 
      uint32   bIgnoreRPCs:1 
 
      uint32   bSkipRoleSwap:1 
 
      uint32   bRolesOnly:1 
 
      uint32   bForceInitialDirty:1 
 
      uint32   bSerializePropertyNames: 1 
 
      uint32   bUseCustomSubobjectReplication: 1 
 
      uint32   bClientReplay: 1 
 
      uint32   Padding0: 4 
 
      uint32   CondDynamicChangeCounter: 16 
 
   }  
 
   uint32   Value 
 
};  
 

Detailed Description

Structure to hold and pass around transient flags used during replication.

Constructor & Destructor Documentation

◆ FReplicationFlags()

FReplicationFlags::FReplicationFlags ( )
inline

Member Data Documentation

◆ [union]

union { ... } FReplicationFlags

◆ bClientReplay

uint32 FReplicationFlags::bClientReplay

True if this actor is replicating on a replay connection on a game client.

◆ bForceInitialDirty

uint32 FReplicationFlags::bForceInitialDirty

True if we should force all properties dirty on initial replication.

◆ bIgnoreRPCs

uint32 FReplicationFlags::bIgnoreRPCs

True if this actor's RPCs should be ignored.

◆ bNetInitial

uint32 FReplicationFlags::bNetInitial

True if this is the initial network update for the replicating actor.

◆ bNetOwner

uint32 FReplicationFlags::bNetOwner

True if replicating actor is owned by the player controller on the target machine.

◆ bNetSimulated

uint32 FReplicationFlags::bNetSimulated

True if this is actor is RemoteRole simulated.

◆ bReplay

uint32 FReplicationFlags::bReplay

True if this actor is replicating on a replay connection.

◆ bRepPhysics

uint32 FReplicationFlags::bRepPhysics

True if this is actor's ReplicatedMovement.bRepPhysics flag is true.

◆ bRolesOnly

uint32 FReplicationFlags::bRolesOnly

True if we should only compare role properties in CompareProperties

◆ bSerializePropertyNames

uint32 FReplicationFlags::bSerializePropertyNames

True if we should serialize property names instead of handles.

◆ bSkipRoleSwap

uint32 FReplicationFlags::bSkipRoleSwap

True if we should not swap the role and remote role of this actor when receiving properties.

◆ bUseCustomSubobjectReplication

uint32 FReplicationFlags::bUseCustomSubobjectReplication

True if a subclass of UActorChannel needs custom subobject replication

◆ CondDynamicChangeCounter

uint32 FReplicationFlags::CondDynamicChangeCounter

COND_Dynamic change counter in order to force rebuilding conditionals when appropriate.

◆ Padding0

uint32 FReplicationFlags::Padding0

Padding bits to align to a 16-bit boundary. NOTE: Need to be adjusted if adding/removing bitfields.

◆ Value

uint32 FReplicationFlags::Value

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