UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Net::FReplicationSystemUtil Struct Reference

#include <ReplicationSystemUtil.h>

Public Types

enum class  EType : uint8 { Any , Client , Server }
 

Static Public Member Functions

static ENGINE_API void ForEachBridge (const UWorld *World, TFunctionRef< void(UEngineReplicationBridge *)> Function, EType Type=EType::Any)
 
static ENGINE_API void ForEachSystem (const UWorld *World, TFunctionRef< void(UReplicationSystem *)> Function, EType Type=EType::Any)
 
static ENGINE_API void ForEachSystemAndBridge (const UWorld *World, TFunctionRef< void(UReplicationSystem *, UEngineReplicationBridge *)> Function, EType Type=EType::Any)
 
static void ForEachServerBridge (const UWorld *World, TFunctionRef< void(UEngineReplicationBridge *)> Function)
 
static void ForEachServerSystem (const UWorld *World, TFunctionRef< void(UReplicationSystem *)> Function)
 
static void ForEachServerSystemAndBridge (const UWorld *World, TFunctionRef< void(UReplicationSystem *, UEngineReplicationBridge *Bridge)> Function)
 
static ENGINE_API void ForEachReplicationSystem (const UEngine *Engine, const UWorld *World, TFunctionRef< void(UReplicationSystem *)> Function)
 
static ENGINE_API void ForEachReplicationSystem (TFunctionRef< void(UReplicationSystem *)> Function)
 
static ENGINE_API UReplicationSystemGetReplicationSystem (const AActor *Actor)
 
static ENGINE_API UReplicationSystemGetReplicationSystem (const UNetDriver *NetDriver)
 
static ENGINE_API UReplicationSystemGetReplicationSystem (const UWorld *World)
 
static ENGINE_API UEngineReplicationBridgeGetActorReplicationBridge (const AActor *Actor)
 
static ENGINE_API UEngineReplicationBridgeGetActorReplicationBridge (const UNetConnection *NetConnection)
 
static ENGINE_API UEngineReplicationBridgeGetEngineReplicationBridge (const UWorld *World)
 
static ENGINE_API FNetHandle GetNetHandle (const UObject *ReplicatedObject)
 
static ENGINE_API void StartReplicatingActor (AActor *Actor)
 
static ENGINE_API void StopReplicatingActor (AActor *Actor, const FStopReplicatingActorParams &StopReplicatingActorParams)
 
static ENGINE_API void StartReplicatingActorComponent (const AActor *Actor, UActorComponent *ActorComponent)
 
static ENGINE_API void StopReplicatingActorComponent (UActorComponent *SubObject)
 
static ENGINE_API void StartReplicatingActorSubObject (const AActor *Actor, UObject *SubObject, ELifetimeCondition NetCondition)
 
static ENGINE_API void StopReplicatingActorSubObject (const AActor *Actor, UObject *SubObject)
 
static ENGINE_API void StartReplicatingActorComponentSubObject (UActorComponent *ActorComponent, UObject *SubObject, ELifetimeCondition Condition)
 
static ENGINE_API void StopReplicatingActorComponentSubObject (UActorComponent *ActorComponent, UObject *SubObject)
 
static ENGINE_API void SetNetConditionForActorSubObject (const AActor *Actor, UObject *SubObject, ELifetimeCondition NetCondition)
 
static ENGINE_API void SetNetConditionForActorComponent (const UActorComponent *SubObject, ELifetimeCondition Condition)
 
static ENGINE_API void UpdateSubObjectGroupMemberships (const UObject *SubObject, const UWorld *World)
 
static ENGINE_API void UpdateSubObjectGroupMemberships (const APlayerController *PC)
 
static ENGINE_API void RemoveSubObjectGroupMembership (const APlayerController *PC, const FName NetGroup)
 
static ENGINE_API void AddDependentActor (const AActor *Parent, AActor *Child, EDependentObjectSchedulingHint SchedulingHint)
 
static ENGINE_API void AddDependentActor (const AActor *Parent, AActor *Child)
 
static ENGINE_API void RemoveDependentActor (const AActor *Parent, AActor *Child)
 
static ENGINE_API void StartReplicatingActorsInWorldForNetDriver (UWorld *World, UNetDriver *NetDriver)
 
static ENGINE_API void NotifyActorDormancyChange (UReplicationSystem *ReplicationSystem, AActor *Actor, ENetDormancy OldDormancyState)
 
static ENGINE_API void FlushNetDormancy (UReplicationSystem *ReplicationSystem, AActor *Actor, bool bWasDormInitial)
 
static ENGINE_API void SetReplicationCondition (FNetHandle NetHandle, EReplicationCondition Condition, bool bEnableCondition)
 
static ENGINE_API void SetStaticPriority (const AActor *Actor, float Priority)
 
static ENGINE_API void SetCullDistanceOverride (const AActor *Actor, float CullDistSqr)
 
static ENGINE_API void ClearCullDistanceOverride (const AActor *Actor)
 
static ENGINE_API void SetPollFrequency (const UObject *Object, float PollFrequency)
 

Member Enumeration Documentation

◆ EType

Enum representing the type of system you want to iterate on

Enumerator
Any 
Client 
Server 

Member Function Documentation

◆ AddDependentActor() [1/2]

void UE::Net::FReplicationSystemUtil::AddDependentActor ( const AActor Parent,
AActor Child 
)
static

◆ AddDependentActor() [2/2]

void UE::Net::FReplicationSystemUtil::AddDependentActor ( const AActor Parent,
AActor Child,
EDependentObjectSchedulingHint  SchedulingHint 
)
static

Adds a dependent actor. A dependent actor can replicate separately or if a parent replicates. Dependent actors cannot be filtered out by dynamic filtering unless the parent is also filtered out.

Note
There is no guarantee that the data will end up in the same packet so it is a very loose form of dependency.

◆ ClearCullDistanceOverride()

void UE::Net::FReplicationSystemUtil::ClearCullDistanceOverride ( const AActor Actor)
static

Clears any previously set cull distance override for an actor. This will cause affected code to respect the NetCullDistanceSquared property.

◆ FlushNetDormancy()

void UE::Net::FReplicationSystemUtil::FlushNetDormancy ( UReplicationSystem ReplicationSystem,
AActor Actor,
bool  bWasDormInitial 
)
static

Trigger replication of dirty state for actor wanting to be dormant.

◆ ForEachBridge()

void UE::Net::FReplicationSystemUtil::ForEachBridge ( const UWorld World,
TFunctionRef< void(UEngineReplicationBridge *)>  Function,
EType  Type = EType::Any 
)
static

Call a function for all ReplicationBridges of a specific world and type.

◆ ForEachReplicationSystem() [1/2]

void UE::Net::FReplicationSystemUtil::ForEachReplicationSystem ( const UEngine Engine,
const UWorld World,
TFunctionRef< void(UReplicationSystem *)>  Function 
)
static

Call a function on all ReplicationSystems of a specific world.

◆ ForEachReplicationSystem() [2/2]

void UE::Net::FReplicationSystemUtil::ForEachReplicationSystem ( TFunctionRef< void(UReplicationSystem *)>  Function)
static

Call a function on all existing ReplicationSystems. This could include systems from other clients (e.g. PIE worlds)

◆ ForEachServerBridge()

static void UE::Net::FReplicationSystemUtil::ForEachServerBridge ( const UWorld World,
TFunctionRef< void(UEngineReplicationBridge *)>  Function 
)
inlinestatic

Call a function for all Server ReplicationBridges

◆ ForEachServerSystem()

static void UE::Net::FReplicationSystemUtil::ForEachServerSystem ( const UWorld World,
TFunctionRef< void(UReplicationSystem *)>  Function 
)
inlinestatic

Call a function for all Server ReplicationSystems

◆ ForEachServerSystemAndBridge()

static void UE::Net::FReplicationSystemUtil::ForEachServerSystemAndBridge ( const UWorld World,
TFunctionRef< void(UReplicationSystem *, UEngineReplicationBridge *Bridge)>  Function 
)
inlinestatic

Call a function for all Server ReplicationSystems + ReplicationBridges

◆ ForEachSystem()

void UE::Net::FReplicationSystemUtil::ForEachSystem ( const UWorld World,
TFunctionRef< void(UReplicationSystem *)>  Function,
EType  Type = EType::Any 
)
static

Call a function for all ReplicationSystems of a specific world and type.

◆ ForEachSystemAndBridge()

void UE::Net::FReplicationSystemUtil::ForEachSystemAndBridge ( const UWorld World,
TFunctionRef< void(UReplicationSystem *, UEngineReplicationBridge *)>  Function,
EType  Type = EType::Any 
)
static

Call a function for all ReplicationSystems + ReplicationBridges of a specific world and type.

◆ GetActorReplicationBridge() [1/2]

UEngineReplicationBridge * UE::Net::FReplicationSystemUtil::GetActorReplicationBridge ( const AActor Actor)
static

Returns the UEngineReplicationBridge of the UReplicationSystem belonging to the main NetDriver assigned to the Actor. May return null.

◆ GetActorReplicationBridge() [2/2]

UEngineReplicationBridge * UE::Net::FReplicationSystemUtil::GetActorReplicationBridge ( const UNetConnection NetConnection)
static

Returns the UReplicationSystem of the UNetDriver the UNetConnection belongs to.

◆ GetEngineReplicationBridge()

UEngineReplicationBridge * UE::Net::FReplicationSystemUtil::GetEngineReplicationBridge ( const UWorld World)
static

Returns the UEngineReplicationBridge of the UReplicationSystem belonging to the main NetDriver of this World. May return null.

◆ GetNetHandle()

FNetHandle UE::Net::FReplicationSystemUtil::GetNetHandle ( const UObject ReplicatedObject)
static

Returns the NetHandle for any replicated object. The returned handle may be invalid.

◆ GetReplicationSystem() [1/3]

UReplicationSystem * UE::Net::FReplicationSystemUtil::GetReplicationSystem ( const AActor Actor)
static

Returns the UReplicationSystem for the main NetDriver assigned to the Actor. Note that an Actor may be replicated by multiple ReplicationSystems. May return null.

◆ GetReplicationSystem() [2/3]

UReplicationSystem * UE::Net::FReplicationSystemUtil::GetReplicationSystem ( const UNetDriver NetDriver)
static

Returns the UReplicationSystem for a specific NetDriver. May return null.

◆ GetReplicationSystem() [3/3]

UReplicationSystem * UE::Net::FReplicationSystemUtil::GetReplicationSystem ( const UWorld World)
static

Returns the UReplicationSystem for the main NetDriver of this World. May return null.

◆ NotifyActorDormancyChange()

void UE::Net::FReplicationSystemUtil::NotifyActorDormancyChange ( UReplicationSystem ReplicationSystem,
AActor Actor,
ENetDormancy  OldDormancyState 
)
static

Notify the ReplicationSystem of a dormancy change.

◆ RemoveDependentActor()

void UE::Net::FReplicationSystemUtil::RemoveDependentActor ( const AActor Parent,
AActor Child 
)
static

Remove dependent actor from parent. The dependent actor will function as a standard standalone replicated actor.

◆ RemoveSubObjectGroupMembership()

void UE::Net::FReplicationSystemUtil::RemoveSubObjectGroupMembership ( const APlayerController PC,
const FName  NetGroup 
)
static

Update replication status for the PlayerController to not include the specified NetGroup

◆ SetCullDistanceOverride()

void UE::Net::FReplicationSystemUtil::SetCullDistanceOverride ( const AActor Actor,
float  CullDistSqr 
)
static

Set the cull distance for an actor. This will cause affected code to ignore the NetCullDistanceSquared property.

◆ SetNetConditionForActorComponent()

void UE::Net::FReplicationSystemUtil::SetNetConditionForActorComponent ( const UActorComponent SubObject,
ELifetimeCondition  Condition 
)
static

Set subobject NetCondition for a subobject, the conditions is used to determine if the SubObject should be replicated or not.

Note
: As the filtering is done at the serialization level it is typically more efficient to use a separate object for connection specific data as filtering can be done at a higher level.

◆ SetNetConditionForActorSubObject()

void UE::Net::FReplicationSystemUtil::SetNetConditionForActorSubObject ( const AActor Actor,
UObject SubObject,
ELifetimeCondition  NetCondition 
)
static

Set subobject NetCondition for a subobject, the conditions is used to determine if the SubObject should be replicated or not.

Note
: As the filtering is done at the serialization level it is typically more efficient to use a separate object for connection specific data as filtering can be done at a higher level.

◆ SetPollFrequency()

void UE::Net::FReplicationSystemUtil::SetPollFrequency ( const UObject Object,
float  PollFrequency 
)
static

Set the poll frequency for an object and its subobjects.

◆ SetReplicationCondition()

void UE::Net::FReplicationSystemUtil::SetReplicationCondition ( FNetHandle  NetHandle,
EReplicationCondition  Condition,
bool  bEnableCondition 
)
static

Enable or disable a replication condition. This will affect the replication of properties with conditions.

◆ SetStaticPriority()

void UE::Net::FReplicationSystemUtil::SetStaticPriority ( const AActor Actor,
float  Priority 
)
static

Sets a fixed priority for a replicated object

See also
ReplicationSystem.h for details

◆ StartReplicatingActor()

void UE::Net::FReplicationSystemUtil::StartReplicatingActor ( AActor Actor)
static

Start replicating actor and all of its registered components and subobjects. If any ReplicationSystem wants to replicate the actor a NetHandle will be created.

◆ StartReplicatingActorComponent()

void UE::Net::FReplicationSystemUtil::StartReplicatingActorComponent ( const AActor Actor,
UActorComponent ActorComponent 
)
static

Create NetHandle for actor component and add it as a subobject to the actor.

◆ StartReplicatingActorComponentSubObject()

void UE::Net::FReplicationSystemUtil::StartReplicatingActorComponentSubObject ( UActorComponent ActorComponent,
UObject SubObject,
ELifetimeCondition  Condition 
)
static

Create NetHandle for SubObject and add it as a subobject to the actor component, but only replicated if the ActorComponent replicates.

◆ StartReplicatingActorsInWorldForNetDriver()

void UE::Net::FReplicationSystemUtil::StartReplicatingActorsInWorldForNetDriver ( UWorld World,
UNetDriver NetDriver 
)
static

Start replication for all networked actors that belong to a specific driver in the world.

◆ StartReplicatingActorSubObject()

void UE::Net::FReplicationSystemUtil::StartReplicatingActorSubObject ( const AActor Actor,
UObject SubObject,
ELifetimeCondition  NetCondition 
)
static

Create NetHandle for SubObject and add it as a subobject to the actor.

◆ StopReplicatingActor()

void UE::Net::FReplicationSystemUtil::StopReplicatingActor ( AActor Actor,
const FStopReplicatingActorParams StopReplicatingActorParams 
)
static

Stop replicating an actor. Will destroy handle for actor and registered subobjects.

◆ StopReplicatingActorComponent()

void UE::Net::FReplicationSystemUtil::StopReplicatingActorComponent ( UActorComponent SubObject)
static

Stop replicating an ActorComponent and its associated SubObjects.

◆ StopReplicatingActorComponentSubObject()

void UE::Net::FReplicationSystemUtil::StopReplicatingActorComponentSubObject ( UActorComponent ActorComponent,
UObject SubObject 
)
static

Stop replicating an SubObject and its associated SubObjects of an ActorComponent.

◆ StopReplicatingActorSubObject()

void UE::Net::FReplicationSystemUtil::StopReplicatingActorSubObject ( const AActor Actor,
UObject SubObject 
)
static

Stop replicating a SubObject and its associated SubObjects.

◆ UpdateSubObjectGroupMemberships() [1/2]

void UE::Net::FReplicationSystemUtil::UpdateSubObjectGroupMemberships ( const APlayerController PC)
static

Update replication status for all NetGroups used by COND_Group sub object filtering for the provided PlayerController

◆ UpdateSubObjectGroupMemberships() [2/2]

void UE::Net::FReplicationSystemUtil::UpdateSubObjectGroupMemberships ( const UObject SubObject,
const UWorld World 
)
static

Update group memberships used by COND_Group sub object filtering for the specified SubObject


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