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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ReplicationSystem.h>
Public Attributes | |
| UObjectReplicationBridge * | ReplicationBridge = nullptr |
| uint32 | MaxReplicatedObjectCount = 65536U |
| uint32 | InitialNetObjectListCount = 65536U |
| uint32 | NetObjectListGrowCount = 16384U |
| uint32 | PreAllocatedMemoryBuffersObjectCount = 65536U |
| uint32 | MaxReplicationWriterObjectCount = 0 |
| uint32 | MaxDeltaCompressedObjectCount = 2048U |
| uint32 | MaxNetObjectGroupCount = 2048U |
| bool | bIsServer = false |
| bool | bAllowObjectReplication = false |
| bool | bUseRemoteObjectReferences = false |
| bool | bAllowParallelTasks = false |
| bool | bAllowMinimalUpdateIfNoConnections = true |
| UE::Net::FForwardNetRPCCallDelegate | ForwardNetRPCCallDelegate |
| UE::Net::FNetTokenStore * | NetTokenStore = nullptr |
If true we will only do a minimal update if there are no valid connections
When true enable netobject subsystems like: property replication, filtering, prioritization, deltacompression, dirtytracking, etc. Generally false on clients or on lightweight RPC-only systems.
When true, allow subsystems to run parallel workloads, such as the PollAndCopy step running several asynchronous tasks to speed up game thread execution time. Only supported when bIsServer = true and bAllowObjectReplication = true
Is this replication system owned by a server or a client.
When using remote objects with UE_WITH_REMOTE_OBJECT_HANDLE, determines whether or not TObjectPtr or TWeakObjectPtr properties are serialized as FRemoteObjectReferences
| UE::Net::FForwardNetRPCCallDelegate UReplicationSystem::FReplicationSystemParams::ForwardNetRPCCallDelegate |
Delegate that receives every RPC executed locally.
| uint32 UReplicationSystem::FReplicationSystemParams::InitialNetObjectListCount = 65536U |
The default allocated size for lists referencing NetObjects by their internal index (NetBitArray or TArray). Use 0 to preallocate for all possible replicated objects and never reallocate the lists. Setting a value smaller than Max minimizes the memory footprint of the replication system when few replicated objects are registered. The downside is you have to pay a CPU hit when the initial list size is met.
| uint32 UReplicationSystem::FReplicationSystemParams::MaxDeltaCompressedObjectCount = 2048U |
The maximum amount of netobjects that can be added to the delta compression manager
| uint32 UReplicationSystem::FReplicationSystemParams::MaxNetObjectGroupCount = 2048U |
The maximum amount of filter groups that can be created.
| uint32 UReplicationSystem::FReplicationSystemParams::MaxReplicatedObjectCount = 65536U |
The maximum amount of netobjects that can be registered to the replication system Note that this variable is automatically rounded up to a multiple of 32 so that all available bits in the NetBitArray storage type are used.
| uint32 UReplicationSystem::FReplicationSystemParams::MaxReplicationWriterObjectCount = 0 |
The maximum amount of netobjects that can replicate properties to remote connection. Can be much lower on clients where very few netobjects have authority and support property replication (often just 1 player controller) When set to 0 it will follow the MaxReplicatedObjectCount and InitialNetObjectListCount limits
| uint32 UReplicationSystem::FReplicationSystemParams::NetObjectListGrowCount = 16384U |
The amount by which we increase the size of every NetObjectList (NetBitArray and TArray) when we hit the initial amount. Use a small value if you want to keep the memory footprint of the system to a minimum. But be aware that increasing the NetObjectList's is costly and may increase memory fragmentation so you'll want to do pay the reallocation cost as little as possible. Note that this variable is automatically rounded up to a multiple of 32 so that all available bits in the NetBitArray storage type are used.
| UE::Net::FNetTokenStore* UReplicationSystem::FReplicationSystemParams::NetTokenStore = nullptr |
NetTokenStore
| uint32 UReplicationSystem::FReplicationSystemParams::PreAllocatedMemoryBuffersObjectCount = 65536U |
The amount of netobjects to preallocate internal memory buffers for (NetChunkedArray types). These arrays hold the biggest memory blocks in the replication system and can grow independently of the NetObjectLists. Using a large amount of preallocated memory provides faster cache-friendly CPU operations but has the downside of holding into much more memory than might actually be needed. Reduce this value if you are operating on a memory constrained platform.
| UObjectReplicationBridge* UReplicationSystem::FReplicationSystemParams::ReplicationBridge = nullptr |
The replication bridge that allows communication between the replication system and the game engine