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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ChangeMaskCache.h>
Classes | |
| struct | FCachedInfo |
Public Member Functions | |
| void | PrepareCache (uint32 IndexCount, uint32 StorageSize) |
| void | ResetCache () |
| void | EmptyCache () |
| FCachedInfo & | AddChangeMaskForObject (uint32 InternalIndex, uint32 BitCount) |
| FCachedInfo & | AddSubObjectOwnerDirty (uint32 InternalIndex) |
| FCachedInfo & | AddEmptyChangeMaskForObject (uint32 InternalIndex) |
| uint32 * | GetChangeMaskStorage (const FCachedInfo &Info) |
| void | PopLastEntry () |
Public Attributes | |
| TArray< FCachedInfo, TInlineAllocator< 1 > > | Indices |
| TArray< uint32, TInlineAllocator< 1 > > | Storage |
Cache used to propagate captured changemasks to all connections This data could be allocated using linear allocator and released in PostSendUpdate
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inline |
The ref is only valid until the next Add call.
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inline |
The ref is only valid until the next Add call.
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inline |
The ref is only valid until the next Add call.
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inline |
Empty cached data and free memory
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inline |
The pointer is only valid until the next Add call.
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inline |
Reverts the effects of the last Add call.
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inline |
Prepare cache for use by reserving space for expected data
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inline |
Empty cache without freeing memory
| TArray<FCachedInfo, TInlineAllocator<1> > UE::Net::Private::FChangeMaskCache::Indices |
| TArray<uint32, TInlineAllocator<1> > UE::Net::Private::FChangeMaskCache::Storage |