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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 | ||
| }; | ||
Structure to hold and pass around transient flags used during replication.
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inline |
| union { ... } FReplicationFlags |
| uint32 FReplicationFlags::bClientReplay |
True if this actor is replicating on a replay connection on a game client.
| uint32 FReplicationFlags::bForceInitialDirty |
True if we should force all properties dirty on initial replication.
| uint32 FReplicationFlags::bIgnoreRPCs |
True if this actor's RPCs should be ignored.
| uint32 FReplicationFlags::bNetInitial |
True if this is the initial network update for the replicating actor.
| uint32 FReplicationFlags::bNetOwner |
True if replicating actor is owned by the player controller on the target machine.
| uint32 FReplicationFlags::bNetSimulated |
True if this is actor is RemoteRole simulated.
| uint32 FReplicationFlags::bReplay |
True if this actor is replicating on a replay connection.
| uint32 FReplicationFlags::bRepPhysics |
True if this is actor's ReplicatedMovement.bRepPhysics flag is true.
| uint32 FReplicationFlags::bRolesOnly |
True if we should only compare role properties in CompareProperties
| uint32 FReplicationFlags::bSerializePropertyNames |
True if we should serialize property names instead of handles.
| uint32 FReplicationFlags::bSkipRoleSwap |
True if we should not swap the role and remote role of this actor when receiving properties.
| uint32 FReplicationFlags::bUseCustomSubobjectReplication |
True if a subclass of UActorChannel needs custom subobject replication
| uint32 FReplicationFlags::CondDynamicChangeCounter |
COND_Dynamic change counter in order to force rebuilding conditionals when appropriate.
| uint32 FReplicationFlags::Padding0 |
Padding bits to align to a 16-bit boundary. NOTE: Need to be adjusted if adding/removing bitfields.
| uint32 FReplicationFlags::Value |