#include <ReplicationSystemUtil.h>
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| static ENGINE_API void | ForEachBridge (const UWorld *World, TFunctionRef< void(UEngineReplicationBridge *)> Function, EType Type=EType::Any) |
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| static ENGINE_API void | ForEachSystem (const UWorld *World, TFunctionRef< void(UReplicationSystem *)> Function, EType Type=EType::Any) |
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| static ENGINE_API void | ForEachSystemAndBridge (const UWorld *World, TFunctionRef< void(UReplicationSystem *, UEngineReplicationBridge *)> Function, EType Type=EType::Any) |
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| static void | ForEachServerBridge (const UWorld *World, TFunctionRef< void(UEngineReplicationBridge *)> Function) |
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| static void | ForEachServerSystem (const UWorld *World, TFunctionRef< void(UReplicationSystem *)> Function) |
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| static void | ForEachServerSystemAndBridge (const UWorld *World, TFunctionRef< void(UReplicationSystem *, UEngineReplicationBridge *Bridge)> Function) |
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| static ENGINE_API void | ForEachReplicationSystem (const UEngine *Engine, const UWorld *World, TFunctionRef< void(UReplicationSystem *)> Function) |
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| static ENGINE_API void | ForEachReplicationSystem (TFunctionRef< void(UReplicationSystem *)> Function) |
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| static ENGINE_API UReplicationSystem * | GetReplicationSystem (const AActor *Actor) |
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| static ENGINE_API UReplicationSystem * | GetReplicationSystem (const UNetDriver *NetDriver) |
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| static ENGINE_API UReplicationSystem * | GetReplicationSystem (const UWorld *World) |
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| static ENGINE_API UEngineReplicationBridge * | GetActorReplicationBridge (const AActor *Actor) |
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| static ENGINE_API UEngineReplicationBridge * | GetActorReplicationBridge (const UNetConnection *NetConnection) |
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| static ENGINE_API UEngineReplicationBridge * | GetEngineReplicationBridge (const UWorld *World) |
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| static ENGINE_API FNetHandle | GetNetHandle (const UObject *ReplicatedObject) |
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| static ENGINE_API void | StartReplicatingActor (AActor *Actor) |
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| static ENGINE_API void | StopReplicatingActor (AActor *Actor, const FStopReplicatingActorParams &StopReplicatingActorParams) |
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| static ENGINE_API void | StartReplicatingActorComponent (const AActor *Actor, UActorComponent *ActorComponent) |
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| static ENGINE_API void | StopReplicatingActorComponent (UActorComponent *SubObject) |
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| static ENGINE_API void | StartReplicatingActorSubObject (const AActor *Actor, UObject *SubObject, ELifetimeCondition NetCondition) |
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| static ENGINE_API void | StopReplicatingActorSubObject (const AActor *Actor, UObject *SubObject) |
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| static ENGINE_API void | StartReplicatingActorComponentSubObject (UActorComponent *ActorComponent, UObject *SubObject, ELifetimeCondition Condition) |
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| static ENGINE_API void | StopReplicatingActorComponentSubObject (UActorComponent *ActorComponent, UObject *SubObject) |
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| static ENGINE_API void | SetNetConditionForActorSubObject (const AActor *Actor, UObject *SubObject, ELifetimeCondition NetCondition) |
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| static ENGINE_API void | SetNetConditionForActorComponent (const UActorComponent *SubObject, ELifetimeCondition Condition) |
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| static ENGINE_API void | UpdateSubObjectGroupMemberships (const UObject *SubObject, const UWorld *World) |
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| static ENGINE_API void | UpdateSubObjectGroupMemberships (const APlayerController *PC) |
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| static ENGINE_API void | RemoveSubObjectGroupMembership (const APlayerController *PC, const FName NetGroup) |
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| static ENGINE_API void | AddDependentActor (const AActor *Parent, AActor *Child, EDependentObjectSchedulingHint SchedulingHint) |
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| static ENGINE_API void | AddDependentActor (const AActor *Parent, AActor *Child) |
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| static ENGINE_API void | RemoveDependentActor (const AActor *Parent, AActor *Child) |
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| static ENGINE_API void | StartReplicatingActorsInWorldForNetDriver (UWorld *World, UNetDriver *NetDriver) |
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| static ENGINE_API void | NotifyActorDormancyChange (UReplicationSystem *ReplicationSystem, AActor *Actor, ENetDormancy OldDormancyState) |
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| static ENGINE_API void | FlushNetDormancy (UReplicationSystem *ReplicationSystem, AActor *Actor, bool bWasDormInitial) |
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| static ENGINE_API void | SetReplicationCondition (FNetHandle NetHandle, EReplicationCondition Condition, bool bEnableCondition) |
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| static ENGINE_API void | SetStaticPriority (const AActor *Actor, float Priority) |
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| static ENGINE_API void | SetCullDistanceOverride (const AActor *Actor, float CullDistSqr) |
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| static ENGINE_API void | ClearCullDistanceOverride (const AActor *Actor) |
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| static ENGINE_API void | SetPollFrequency (const UObject *Object, float PollFrequency) |
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◆ EType
Enum representing the type of system you want to iterate on
| Enumerator |
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| Any | |
| Client | |
| Server | |
◆ AddDependentActor() [1/2]
| void UE::Net::FReplicationSystemUtil::AddDependentActor |
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const AActor * |
Parent, |
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AActor * |
Child |
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) |
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static |
◆ AddDependentActor() [2/2]
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 |
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const AActor * |
Actor | ) |
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static |
Clears any previously set cull distance override for an actor. This will cause affected code to respect the NetCullDistanceSquared property.
◆ FlushNetDormancy()
Trigger replication of dirty state for actor wanting to be dormant.
◆ ForEachBridge()
Call a function for all ReplicationBridges of a specific world and type.
◆ ForEachReplicationSystem() [1/2]
Call a function on all ReplicationSystems of a specific world.
◆ ForEachReplicationSystem() [2/2]
Call a function on all existing ReplicationSystems. This could include systems from other clients (e.g. PIE worlds)
◆ ForEachServerBridge()
Call a function for all Server ReplicationBridges
◆ ForEachServerSystem()
Call a function for all Server ReplicationSystems
◆ ForEachServerSystemAndBridge()
Call a function for all Server ReplicationSystems + ReplicationBridges
◆ ForEachSystem()
Call a function for all ReplicationSystems of a specific world and type.
◆ ForEachSystemAndBridge()
Call a function for all ReplicationSystems + ReplicationBridges of a specific world and type.
◆ GetActorReplicationBridge() [1/2]
◆ GetActorReplicationBridge() [2/2]
◆ GetEngineReplicationBridge()
◆ GetNetHandle()
| FNetHandle UE::Net::FReplicationSystemUtil::GetNetHandle |
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const UObject * |
ReplicatedObject | ) |
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static |
Returns the NetHandle for any replicated object. The returned handle may be invalid.
◆ GetReplicationSystem() [1/3]
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]
◆ GetReplicationSystem() [3/3]
◆ NotifyActorDormancyChange()
Notify the ReplicationSystem of a dormancy change.
◆ RemoveDependentActor()
| void UE::Net::FReplicationSystemUtil::RemoveDependentActor |
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const AActor * |
Parent, |
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AActor * |
Child |
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) |
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static |
Remove dependent actor from parent. The dependent actor will function as a standard standalone replicated actor.
◆ RemoveSubObjectGroupMembership()
Update replication status for the PlayerController to not include the specified NetGroup
◆ SetCullDistanceOverride()
| void UE::Net::FReplicationSystemUtil::SetCullDistanceOverride |
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const AActor * |
Actor, |
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float |
CullDistSqr |
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) |
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static |
Set the cull distance for an actor. This will cause affected code to ignore the NetCullDistanceSquared property.
◆ SetNetConditionForActorComponent()
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()
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 |
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const UObject * |
Object, |
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float |
PollFrequency |
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) |
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static |
Set the poll frequency for an object and its subobjects.
◆ SetReplicationCondition()
Enable or disable a replication condition. This will affect the replication of properties with conditions.
◆ SetStaticPriority()
| void UE::Net::FReplicationSystemUtil::SetStaticPriority |
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const AActor * |
Actor, |
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float |
Priority |
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) |
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static |
◆ StartReplicatingActor()
| void UE::Net::FReplicationSystemUtil::StartReplicatingActor |
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AActor * |
Actor | ) |
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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 |
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const AActor * |
Actor, |
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UActorComponent * |
ActorComponent |
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) |
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static |
Create NetHandle for actor component and add it as a subobject to the actor.
◆ StartReplicatingActorComponentSubObject()
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 |
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UWorld * |
World, |
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UNetDriver * |
NetDriver |
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) |
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static |
Start replication for all networked actors that belong to a specific driver in the world.
◆ StartReplicatingActorSubObject()
Create NetHandle for SubObject and add it as a subobject to the actor.
◆ StopReplicatingActor()
Stop replicating an actor. Will destroy handle for actor and registered subobjects.
◆ StopReplicatingActorComponent()
| void UE::Net::FReplicationSystemUtil::StopReplicatingActorComponent |
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UActorComponent * |
SubObject | ) |
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static |
Stop replicating an ActorComponent and its associated SubObjects.
◆ StopReplicatingActorComponentSubObject()
| void UE::Net::FReplicationSystemUtil::StopReplicatingActorComponentSubObject |
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UActorComponent * |
ActorComponent, |
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UObject * |
SubObject |
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) |
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static |
Stop replicating an SubObject and its associated SubObjects of an ActorComponent.
◆ StopReplicatingActorSubObject()
| void UE::Net::FReplicationSystemUtil::StopReplicatingActorSubObject |
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const AActor * |
Actor, |
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UObject * |
SubObject |
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) |
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static |
Stop replicating a SubObject and its associated SubObjects.
◆ UpdateSubObjectGroupMemberships() [1/2]
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 |
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const UObject * |
SubObject, |
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const UWorld * |
World |
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) |
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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: