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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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| struct | FQuantizedType |
Public Types | |
| typedef FName | SourceType |
| typedef FQuantizedType | QuantizedType |
| typedef FNameNetSerializerConfig | ConfigType |
Static Public Member Functions | |
| static void | Serialize (FNetSerializationContext &, const FNetSerializeArgs &Args) |
| static void | Deserialize (FNetSerializationContext &, const FNetDeserializeArgs &Args) |
| static void | Quantize (FNetSerializationContext &, const FNetQuantizeArgs &Args) |
| static void | Dequantize (FNetSerializationContext &, const FNetDequantizeArgs &Args) |
| static bool | IsEqual (FNetSerializationContext &, const FNetIsEqualArgs &Args) |
| static bool | Validate (FNetSerializationContext &, const FNetValidateArgs &Args) |
| static void | CloneDynamicState (FNetSerializationContext &, const FNetCloneDynamicStateArgs &) |
| static void | FreeDynamicState (FNetSerializationContext &, const FNetFreeDynamicStateArgs &) |
Static Public Attributes | |
| static const uint32 | Version = 0 |
| static constexpr bool | bHasDynamicState = true |
| static const ConfigType | DefaultConfig |
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Ideally we would have some process agnostic fast way to compare the FNames. There's currently no such thing. We could store a hash as well in the quantized state but currently we don't. This method shouldn't be called often anyway and the above checks should catch most differences.
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