description: Unregisters an existing broker.

code: bool UnregisterBroker ( [FMovieSceneReplayBrokerHandle](API\Plugins\ReplayTracks\FMovieSceneReplayBrokerHandle) InHandle )


className: FMovieSceneReplayManager

description: No constructors are accessible with public or protected access.

module: ReplayTracks

code: class FMovieSceneReplayManager


code: virtual void ImportEntityImpl &40; UMovieSceneEntitySystemLinker &42; EntityLinker, const FEntityImportParams & Params, FImportedEntity &42; OutImportedEntity &41;


className: UMovieSceneReplaySection

ReplayName

type: FString

description: The name of the replay to run


code: UMovieSceneReplaySection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInitializer )


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


code: [UMovieSceneReplaySection](API\Plugins\ReplayTracks\Sections\UMovieSceneReplaySection) * AddNewReplaySection ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) KeyTime )


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


description:
Get the track's display name.
Display name text.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


description: Removes animation data.

code: virtual void RemoveAllAnimationData()


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


code: UMovieSceneReplayTrack ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMovieSceneReplayTrack

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UMovieSceneReplayTrack : public [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack)


module: ReplicationGraph

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientCellInfo ( FVector CellLocation, FVector CellExtent, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors )


description:
Get the owning connection used for communicating between client/server
NetConnection to the client or server for this actor

code: virtual [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GetNetConnection() const


description: To prevent demo netdriver from replicating.

code: virtual bool IsNetRelevantFor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * RealViewer, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, const FVector & SrcLocation ) const


description:
Checks to see if this actor is relevant for a recorded replay
bool - true if this actor is replay relevant to the client associated with RealViewer

code: virtual bool IsReplayRelevantFor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * RealViewer, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, const FVector & SrcLocation, const float CullDistanceSquared ) const


code: void PrintAllActorInfo ( [FString](API\Runtime\Core\Containers\FString) MatchString )


code: void PrintCullDistances()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable) void ServerCellInfo()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable) void ServerPrintAllActorInfo ( const [FString](API\Runtime\Core\Containers\FString) & Str )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable) void ServerPrintCullDistances()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable) void ServerSetCullDistanceForClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, float CullDistance )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable) void ServerSetConditionalActorBreakpoint ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable) void ServerSetPeriodFrameForClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, int32 PeriodFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable) void ServerStartDebugging()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable) void ServerStopDebugging()


code: AReplicationGraphDebugActor()


className: AReplicationGraphDebugActor

description: Specialized actor for replicating debug information about replication to specific connections. This actor is never spawned in shipping builds and never counts towards bandwidth limits

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotPlaceable, Transient) class AReplicationGraphDebugActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

ConnectionManager

type: TObjectPtr<UNe...

ReplicationGraph

type: TObjectPtr<URe...


className: EActorRepListTypeFlags

description: Generic flags that describe an actor list. Currently only used for "Default" vs "FastShared" path. These are for unsorted lists that are returned from the graph, merged together, sorted, and finally replicated until bandwidth limit is hit.

code: enum EActorRepListTypeFlags { Default = 0, FastShared = 1, Max, }


code: bool operator== ( const [FActorConnectionPair](API\Plugins\ReplicationGraph\FActorConnectionPair) & A ) const


code: FActorConnectionPair ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection )


className: FActorConnectionPair

description: Debug Actor/Connection pair that can be set by code for further narrowing down breakpoints/logging.

code: struct FActorConnectionPair

Actor

type: TWeakObjectPtr<...


description: ForTRefCountPtrusage

code: void AddRef()


code: void CountBytes ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


className: FActorRepList

description: The actual underlying list type that the system uses for a list of replicated actors. These are never manually allocated or even really used. All Replication code interacts with the "View" types below

code: struct FActorRepList : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)

Data

type: FActorRepListTy...

description: Variable length Data segment

RefCount

description: List Header

UsedBitRef

type: FBitReference

description: The "used bit" from the block we came from, so that we can clear it fast


code: [TArray](API\Runtime\Core\Containers\TArray)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) >::RangedForConstIteratorType begin() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) >::RangedForConstIteratorType end() const


code: [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) operator[] ( int32 idx ) const


code: FActorRepListConstView ( const [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & InListReferenced )


className: FActorRepListConstView

description: Gives temporary read-only access to aFActorRepListRefViewby holding a reference to it.

code: struct FActorRepListConstView


code: void AppendContentsFrom ( const [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & Source )


description: Add contents to TArray/TSet. this is intended for debugging/ease of use

code: void AppendToTArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) > & OutArray ) const


code: void AppendToTSet ( [TSet](API\Runtime\Core\Containers\TSet)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) > & OutSet ) const


code: bool ConditionalAdd ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & NewElement )


code: void Add ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & NewElement )


code: bool Contains ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Value ) const


code: void CopyContentsFrom ( const [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & Source )


code: int32 IndexOf ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Value ) const


description: Base view functions.

code: [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & operator[] ( int32 idx )


code: const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & operator[] ( int32 idx ) const


code: void RemoveAtSwap ( int32 idx )


description: Removes the element quickly but changes the list order

code: bool RemoveFast ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & ElementToRemove, bool bAllowShrink )


description: Removes the element but keeps the order intact. Generally not recommended for large lists.

code: bool RemoveSlow ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & ElementToRemove )


description: Preallocate the array so it can hold the specified size

code: void Reserve ( int32 Size )


description: Empties the array but does not deallocate the internal memory. Will be resized if the specified max size is bigger than the current max.

code: void Reset ( int32 ExpectedMaxSize )


description: Resets the container and returns the memory it held

code: void TearDown()


code: bool VerifyContents_Slow() const


className: FActorRepListRefView

description: Holds a list of replicated actors that can be added/removed to.

code: struct FActorRepListRefView


description: Prevents the node from being visited twice in case it's shared multiple times

code: void FlagNodeVisited ( const [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * NodeToVisit )


description: Print the statistics previously collected

code: void PrintCollectedData ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Collect stats for FActorRepLists not held by a node

code: void VisitExplicitStreamingLevelList ( [FName](API\Runtime\Core\UObject\FName) ListOwnerName, [FName](API\Runtime\Core\UObject\FName) StreamLevelName, const [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & RepList )


description: Collect stats on a singleFActorRepList

code: void VisitRepList ( const [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * NodeToVisit, const [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & RepList )


description: Collect stats on a collection of FActorRepLists

code: void VisitStreamingLevelCollection ( const [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * NodeToVisit, const struct [FStreamingLevelActorListCollection](API\Plugins\ReplicationGraph\FStreamingLevelActorListCollecti-) & StreamingLevelList )


code: FActorRepListStatCollector()


className: FActorRepListStatCollector

description: This struct will passed to all nodes in the repgraph and collect information on every ActorRepList

code: struct FActorRepListStatCollector


className: FActorRepListType

description: Currently we are using raw AActor* for our replication lists. We may want to change this one day to be an ID or something else that can index fast into arrays etc. (Currently we are using TMaps for associative data, static arrays would be faster but introduce constraints and headaches) So for now, using a typedef and some helper functions to call out the interface/usage of FActorRepListType.

code: typedef [AActor](API\Runtime\Engine\GameFramework\AActor) * FActorRepListType


className: FCachedAlwaysRelevantActorInfo

code: struct FCachedAlwaysRelevantActorInfo


code: float GetCullDistance() const


code: float GetCullDistanceSquared() const


code: void SetCullDistanceSquared ( float InCullDistanceSquared )


className: FClassReplicationInfo

description: Per-Class actor data about how the actor replicates

AccumulatedNetPriorityBias

type: float

FastSharedReplicationFunc

type: TFunction< bool...

FastSharedReplicationFuncName

type: FName


code: bool operator== ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection ) const


code: FConnectionAlwaysRelevantNodePair()


code: FConnectionAlwaysRelevantNodePair ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, [UReplicationGraphNode_AlwaysRelevant_ForConnection](API\Plugins\ReplicationGraph\UReplicationGraphNode_AlwaysRele-_1) * InNode )


className: FConnectionAlwaysRelevantNodePair


code: bool CheckClientVisibilityForLevel ( const [FName](API\Runtime\Core\UObject\FName) & StreamingLevelName ) const


className: FConnectionGatherActorListParameters

description: Parameter structure for what we actually pass down during the Gather phase.

bIsSelectedForHeavyComputation

type: const bool

ClientVisibleLevelNamesRef

type: constTSet<FNa...

description: Cached off reference for fast Level Visibility lookup.

ConnectionManager

type: UNetReplication...

OutGatheredReplicationLists

type: FGatheredReplic...

description: Out: The data nodes are going to add to

Viewers

type: FNetViewerArray


code: void LogDebugString ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) const


code: FConnectionGatherActorListParameters ( [FNetViewerArray](API\Plugins\ReplicationGraph\FNetViewerArray) & InViewers, [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) & InConnectionManager, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InClientVisibleLevelNamesRef, uint32 InReplicationFrameNum, [FGatheredReplicationActorLists](API\Plugins\ReplicationGraph\FGatheredReplicationActorLists) & InOutGatheredReplicationLists, bool bInSelectedForHeavyComputation )


description: Resets the data, except for the "settings" data that we pulled from GlobalInfo

code: void ResetFrameCounters()


code: FConnectionReplicationActorInfo()


code: FConnectionReplicationActorInfo ( const [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalInfo )


className: FConnectionReplicationActorInfo

description: Per-Actor data that is stored per connection

code: struct FConnectionReplicationActorInfo

ActorChannelCloseFrameNum

description: The frame num that we will close the actor channel.

bDormantOnConnection

type: uint8: 1

bForceCullDistanceToZero

description: When enabled:GetCullDistance()andGetCullDistanceSquared()will return 0.0f.

description: Used as an optimization when doing 2D Grid Spatilization, prevents replicating the dormancy of the same actor twice in splitscreen evaluations.

Channel

type: UActorChannel&...

description: The last frame that this actor replicated on to this connection FastPath versions of the above

LastRepFrameNum

description: The next frame we are allowed to replicate on

NextReplicationFrameNum

description: Default replication

ReplicationPeriodFrame

description: Min frames that have to pass between subsequent calls to ReplicateActor


code: void CountBytes ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


className: FFastSharedReplicationInfo

code: struct FFastSharedReplicationInfo

Bunch

type: FOutBunch


code: void AddReplicationActorList ( const [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & List, [EActorRepListTypeFlags](API\Plugins\ReplicationGraph\EActorRepListTypeFlags) Flags )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FActorRepListConstView](API\Plugins\ReplicationGraph\FActorRepListConstView) > & GetLists ( [EActorRepListTypeFlags](API\Plugins\ReplicationGraph\EActorRepListTypeFlags) ListFlags ) const


className: FGatheredReplicationActorLists

description: Gathering Parameters

code: struct FGatheredReplicationActorLists


code: bool ContainsLists ( [EActorRepListTypeFlags](API\Plugins\ReplicationGraph\EActorRepListTypeFlags) Flags ) const


className: FGlobalActorReplicationEvents

code: struct FGlobalActorReplicationEvents

DormancyChange

type: FNotifyActorCha...

DormancyFlush

type: FNotifyActorFlu...

ForceNetUpdate

type: FNotifyActorFor...


className: FDependantListType

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) > FDependantListType


description: Gather the list of dependent actors filtered by the connection's level visibility

code: void GatherDependentActorLists ( const [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) & ConnectionManager, [FGatheredReplicationActorLists](API\Plugins\ReplicationGraph\FGatheredReplicationActorLists) & OutGatheredList )


description: Deprecated* The dependent actors are exposed via GatherDependentActorLists now.


code: FGlobalActorReplicationInfo ( [FClassReplicationInfo](API\Plugins\ReplicationGraph\FClassReplicationInfo) & ClassInfo )


className: FGlobalActorReplicationInfo

description: Per-Actor data that is global for the entire Replication Graph

code: struct FGlobalActorReplicationInfo

bSwapRolesOnReplicate

type: uint32:  1

description: True if we should swap the actor role and remote role before calling ReplicateActor()

bWasWorldLocClamped

description: Set when the object is found with an invalid world location

Events

type: FGlobalActorRep...

description: Events: Keep this last/at the bottom of the structure.

FastSharedReplicationInfo

type: TUniquePtr<FFa...

description: Fast Shared path data

ForceNetUpdateFrame

description: The last time game code called ForceNetUpdate on this actor

LastFlushNetDormancyFrame

description: Last frame FlushNetDormancy was called.

LastPreReplicationFrame

description: Dynamic state

Settings

type: FClassReplicati...

description: Class default mirrors: state that is initialized directly from class defaults (and can be later changed on a per-actor basis)

WorldLocation

type: FVector

description: Cached World Location of the actor


description: AddDependentActor makes a dependent actor (the child) considered for replication whenever the parent actor is replicated to a client. When the parent is replicated, the child actor will be also replicated even if it is outside it's net cull distance. The child will NOT be replicated if it has no data to send or the net update frequency is too quick since the last netupdate. Note that this link is one way only, meaning if a child replicates by itself it will not force it's parents to be replicated at the same time. When setting a dependent link, it is the caller's responsibility to remove the dependency if one of the actor gets destroyed.

code: void AddDependentActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Parent, [AActor](API\Runtime\Engine\GameFramework\AActor) * Child, [FGlobalActorReplicationInfoMap::EWarnFlag](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfoMap\EWarnFlag) WarnFlag )


className: EWarnFlag

code: enum EWarnFlag { None = 0, WarnAlreadyDependant = 1 << 0, WarnParentNotRegistered = 1 << 1, AllWarnings = WarnAlreadyDependant | WarnParentNotRegistered, }


description: Finds data associated with the actor but does not create if its not there yet.

code: [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) * Find ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Actor ) const


description: Returns data associated with the actor. Will create it with default class values if necessary

code: [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & Get ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Actor )


description: Same as above but outputs bool if it was created. This is uncommonly called. Don't want to slow down the frequently called version.

code: [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & Get ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Actor, bool & bWasCreated )


description: Returns ClassInfo for a given class.

code: [FClassReplicationInfo](API\Plugins\ReplicationGraph\FClassReplicationInfo) & GetClassInfo ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Removes actor data from map

code: int32 Remove ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & RemovedActor )


code: void RemoveAllActorDependencies ( [AActor](API\Runtime\Engine\GameFramework\AActor) * MainActor )


description: Deprecated* Fixed a typo. Use RemoveAllActorDependencies instead

code: void RemoveAllActorDependancies ( [AActor](API\Runtime\Engine\GameFramework\AActor) * MainActor )


code: void RemoveAllActorDependencies ( [AActor](API\Runtime\Engine\GameFramework\AActor) * MainActor, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) * MainActorInfo )


description: RemoveDependentActor will remove the given child actor from the parent's dependent list. This will stop making the child actor try to be replicated whenever the parent actor is

code: void RemoveDependentActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Parent, [AActor](API\Runtime\Engine\GameFramework\AActor) * Child )


description: Sets class info for a given class and its derived classes if desired. Call this in your Replication Graphs setup

code: void SetClassInfo ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FClassReplicationInfo](API\Plugins\ReplicationGraph\FClassReplicationInfo) & Info )


code: void SetInitClassInfoFunc ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool([UClass](API\Runtime\CoreUObject\UObject\UClass) *, [FClassReplicationInfo](API\Plugins\ReplicationGraph\FClassReplicationInfo) &)> Func )


code: FGlobalActorReplicationInfoMap()


className: FGlobalActorReplicationInfoMap

code: struct FGlobalActorReplicationInfoMap


code: bool operator== ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Other ) const


code: FLastLocationGatherInfo()


code: FLastLocationGatherInfo ( const [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, FVector InLastLocation )


className: FLastLocationGatherInfo

Connection

type: TObjectPtr< con...


code: void AddNetworkActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NetActor )


description: Add a reference to all the lists held here to the gather list

code: void AppendAllLists ( [FGatheredReplicationActorLists](API\Plugins\ReplicationGraph\FGatheredReplicationActorLists) & OutGatheredList ) const


code: bool Contains ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NetActor ) const


code: void CountBytes ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


description: Gather the list of actors visible to this connection and add them to the gather list

code: void Gather ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params ) const


code: void Gather ( const [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) & ConnectionManager, [FGatheredReplicationActorLists](API\Plugins\ReplicationGraph\FGatheredReplicationActorLists) & OutGatheredList ) const


description: Returns the list of all actors held by the permenant and streaming level list. Prefer using AppendAllLists to prevent copying TArrays for nothing.

code: void GetAllActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutAllActors ) const


code: bool RemoveNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & NetActor )


code: bool RemoveNetworkActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NetActor )


code: bool RemoveNetworkActorOrdered ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NetActor )


className: FLevelBasedActorList

description: Holds a list of actors grouped by the permanent level or their streaming level

code: struct FLevelBasedActorList


code: void Increment ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


className: FNativeClassAccumulator

code: struct FNativeClassAccumulator

Map

type: TMap<UClass&#...


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActor() const


code: static [FName](API\Runtime\Core\UObject\FName) GetStreamingLevelNameOfActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: FNewReplicatedActorInfo ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & InActor )


className: FNewReplicatedActorInfo

description: This is the struct we use to push new replication actors into the graph. "New" doesn't mean "newly spawned" it means "new to the graph". FIXME: Please suggest a better name!

code: struct FNewReplicatedActorInfo

Actor

type: FActorRepListTy...

Class

type: UClass*

StreamingLevelName

type: FName


className: FNotifyActorChangeDormancy

code: typedef TMulticastDelegate_FourParams< void, [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType), [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) &, ENetDormancy, ENetDormancy > FNotifyActorChangeDormancy


className: FNotifyActorFlushDormancy

code: typedef TMulticastDelegate_TwoParams< void, [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType), [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & > FNotifyActorFlushDormancy


className: FNotifyActorForceNetUpdate

code: typedef TMulticastDelegate_TwoParams< void, [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType), [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & > FNotifyActorForceNetUpdate


className: ForEachClientPIEWorld

code: void ForEachClientPIEWorld ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UWorld](API\Runtime\Engine\Engine\UWorld) *)> Func )


code: void AddChannel ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Actor, [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel )


code: void CountBytes ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


code: [FConnectionReplicationActorInfo](API\Plugins\ReplicationGraph\FConnectionReplicationActorInfo) * FindByChannel ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel )


code: [FConnectionReplicationActorInfo](API\Plugins\ReplicationGraph\FConnectionReplicationActorInfo) * Find ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Actor )


code: [FConnectionReplicationActorInfo](API\Plugins\ReplicationGraph\FConnectionReplicationActorInfo) & FindOrAdd ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Actor )


code: void RemoveActor ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Actor )


code: void RemoveChannel ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel )


code: void SetGlobalMap ( [FGlobalActorReplicationInfoMap](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfoMap) * InGlobalMap )


className: FPrioritizedActorDebugInfo

code: struct FPrioritizedActorDebugInfo


className: FPerConnectionActorInfoMap

description: Map for Actor -> ConnectionActorInfo. This wraps theTMapmainly so we can do custom initialization in FindOrAdd.

code: struct FPerConnectionActorInfoMap


code: bool operator== ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & InActor ) const


code: FPrioritizedActorFullDebugDetails ( [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) InActor )


className: FPrioritizedActorFullDebugDetails

description: Stores "full debug details" about how an actor was prioritized. This is not used in the actual replication code, just saved off for logging/debugging.

DistanceFactor

type: float


code: bool operator< &40; const FItem & Other &41; const


code: FItem &40; float InPriority, FActorRepListType InActor, FGlobalActorReplicationInfo &42; InGlobal, FConnectionReplicationActorInfo &42; InConn &41;


className: FItem

code: struct FItem

ConnectionData

type: FConnectionRepl...


code: [FPrioritizedActorFullDebugDetails](API\Plugins\ReplicationGraph\FPrioritizedActorFullDebugDetail-) * GetNextFullDebugDetails ( [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) Actor )


code: [FSkippedActorFullDebugDetails](API\Plugins\ReplicationGraph\FSkippedActorFullDebugDetails) * GetNextSkippedDebugDetails ( [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) Actor )


code: FPrioritizedRepList ( const [FPrioritizedRepList](API\Plugins\ReplicationGraph\FPrioritizedRepList) & Other )


className: FPrioritizedRepList

description: Prioritized List of actors to replicate. This is what we actually use to replicate actors.

code: struct FPrioritizedRepList

FullDebugDetails

type: TUniquePtr<TAr...

Items

type: TArray<FItem>


className: FRepGraphConnectionKey

code: typedef [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< class [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) > FRepGraphConnectionKey


className: FRepGraphConnectionSaturationAnalytics


code: void TrackReplication ( bool bIsSaturated )


className: FReplicationGraphConnectionsAllocator

description: Allocator for a connection and all of its sub connections.

code: typedef TInlineAllocator< 4 > FReplicationGraphConnectionsAllocator


code: void CountBytes ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


className: EActorFlags

code: enum EActorFlags { None = 0, IsInDiscovery = 1 << 0, AlreadyReplicatedThisFrame = 1 << 1, }


code: void EndReplicationFrame()


code: bool operator&61;&61; &40; const FVisibleLevelData & Other &41; const


code: bool operator&61;&61; &40; const FName & InLevelName &41; const


className: FVisibleLevelData

code: struct FVisibleLevelData


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FReplicationGraphCSVTracker::FVisibleLevelData](API\Plugins\ReplicationGraph\FReplicationGraphCSVTracker\FVisibleLevelData) > & GetVisibleLevelsData() const


code: void PostActorChannelCreated ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass )


code: void PostActorForceUpdated ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass )


code: void PostFastPathReplication ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const double Time, const int64 Bits )


description: Deprecated* Use the overload of PostReplicateActor that takes EActorFlags.

code: void PostReplicateActor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const double Time, const int64 Bits, const bool bIsActorDiscovery )


code: void PostReplicateActor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const double Time, const int64 Bits, const [EActorFlags](API\Plugins\ReplicationGraph\FReplicationGraphCSVTracker\EActorFlags) Flags )


code: void ResetTrackedClasses()


description: Sets explicit class tracking for fast/shared path replication. Does not include base classes

code: void SetExplicitClassTracking_FastPath ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ExactActorClass, const [FString](API\Runtime\Core\Containers\FString) & StatNamePrefix )


description: Tracks an explicitly set class. This does NOT include child classes! This is the fastest stat and should be fine to enable in shipping/test builds.

code: void SetExplicitClassTracking ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ExactActorClass, const [FString](API\Runtime\Core\Containers\FString) & StatNamePrefix )


description: Tracks a class and all of its children (under a single stat set). This will be a little slower (TMaplookup) but still probably ok if used in moderation (only track your top 3 or so classes)

code: void SetImplicitClassTracking ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * BaseActorClass, const [FString](API\Runtime\Core\Containers\FString) & StatNamePrefix )


code: void SetReportUntrackedClasses ( bool bReport )


description: Returns true when the level data is created for the first time

code: bool VisibleLevelConnectionAdded ( [FName](API\Runtime\Core\UObject\FName) LevelName )


code: void SetVisibleLevelCustomName ( [FName](API\Runtime\Core\UObject\FName) LevelName, const [FString](API\Runtime\Core\Containers\FString) & CustomReadableName )


code: void VisibleLevelConnectionRemoved ( [FName](API\Runtime\Core\UObject\FName) LevelName )


code: FReplicationGraphCSVTracker()


className: FReplicationGraphCSVTracker

description: Helper struct for tracking finer grained ReplicationGraph stats through the CSV profiler. Intention is that it is setup/configured in theUReplicationGraphsubclasses

code: struct FReplicationGraphCSVTracker


className: EFlags

code: enum EFlags { ShowActors, ShowClasses, ShowNativeClasses, ShowTotalCount, }


code: void Log ( const [FString](API\Runtime\Core\Containers\FString) & Str )


code: FReplicationGraphDebugInfo ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & InAr )


className: FReplicationGraphDebugInfo

description: Debug Info

code: struct FReplicationGraphDebugInfo

Ar

type: FOutputDevice&

bShowEmptyNodes

type: bool

CurrentIndentString

type: FString

Flags

type: EFlags

IndentString

type: constFString


code: FReplicationGraphDestructionSettings ( float InDestructInfoMaxDistanceSquared, float InOutOfRangeDistanceCheckThresholdSquared )


className: FReplicationGraphDestructionSettings


code: FReplicationGraphGlobalData()


code: FReplicationGraphGlobalData ( [FGlobalActorReplicationInfoMap](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfoMap) * InRepMap, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UReplicationGraph](API\Plugins\ReplicationGraph\UReplicationGraph) * InReplicationGraph )


className: FReplicationGraphModule

description: Module definition for replication graph

code: class FReplicationGraphModule : public [FDefaultModuleImpl](API\Runtime\Core\Modules\FDefaultModuleImpl)


code: FRPCSendPolicyInfo ( const bool bInSendImmediately )


className: FReplicationGraphGlobalData

description: Data that every replication graph has access to/is initialized with

code: struct FReplicationGraphGlobalData

GlobalActorReplicationInfoMap

type: FGlobalActorRep...

ReplicationGraph

type: UReplicationGra...

World

type: UWorld*


className: FRPCSendPolicyInfo

description: RPCs

code: struct FRPCSendPolicyInfo

bSendImmediately

type: uint8: 1


code: FSkippedActorFullDebugDetails ( [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) InActor )


className: FSkippedActorFullDebugDetails

description: Debug data about an actor that was skipped during the prioritization phase

code: struct FSkippedActorFullDebugDetails


code: void AddActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo )


description: Add to the passed gather list all list of actors held

code: void AppendAllLists ( [FGatheredReplicationActorLists](API\Plugins\ReplicationGraph\FGatheredReplicationActorLists) & OutGatheredList ) const


description: Is this actor held in one of the actor lists

code: bool Contains ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo ) const


code: void CountBytes ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


code: void DeepCopyFrom ( const [FStreamingLevelActorListCollection](API\Plugins\ReplicationGraph\FStreamingLevelActorListCollecti-) & Source )


code: bool operator&61;&61; &40; const FName & InName &41; const


code: FStreamingLevelActors &40; FName InName &41;


className: FStreamingLevelActors

code: struct FStreamingLevelActors

ReplicationActorList

type: FActorRepListRe...


description: Add to the Params' gather list the list of actors for levels that are visible to that connection

code: void Gather ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params ) const


description: Add to the passed gather list the list of actors that are visible to the connection

code: void Gather ( const [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) & ConnectionManager, [FGatheredReplicationActorLists](API\Plugins\ReplicationGraph\FGatheredReplicationActorLists) & OutGatheredList ) const


code: void Log ( [FReplicationGraphDebugInfo](API\Plugins\ReplicationGraph\FReplicationGraphDebugInfo) & DebugInfo ) const


code: void GetAll_Debug ( [TArray](API\Runtime\Core\Containers\TArray)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) > & OutArray ) const


className: NumInlineAllocations

description: Lists for streaming levels. Actors that "came from" streaming levels go here. These lists are only returned if the connection has their streaming level loaded.

code: static const int32 NumInlineAllocations = 4;


description: Removes the actor but keep the actor order list intact

code: bool RemoveActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, bool bWarnIfNotFound, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


description: Removes the actor but using the faster swap operation that change the ordering of the list

code: bool RemoveActorFast ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


className: FStreamingLevelActorListCollection

description: Holds a list of actors grouped by their streaming level

StreamingLevelLists

type: TArray<FStream...


code: FTearOffActorInfo ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, uint32 InTearOffFrameNum )


className: FTearOffActorInfo

Actor

type: TObjectPtr<AAc...


className: GetActorRepListTypeClass

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetActorRepListTypeClass ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & In )


className: GetActorRepListTypeDebugString

code: [FString](API\Runtime\Core\Containers\FString) GetActorRepListTypeDebugString ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & In )


className: IsActorValidForReplication

description: Tests if an actor is valid for replication: not pending kill, etc. Says nothing about wanting to replicate or should replicate, etc.

code: bool IsActorValidForReplication ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & In )


className: LogActorRepList

code: void LogActorRepList ( [FReplicationGraphDebugInfo](API\Plugins\ReplicationGraph\FReplicationGraphDebugInfo) & DebugInfo, [FString](API\Runtime\Core\Containers\FString) Prefix, const [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & List )


className: IsActorValidForReplicationGather

description: Tests if an actor is valid for replication gathering. Meaning, it can be gathered from the replication graph and considered for replication.

code: bool IsActorValidForReplicationGather ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & In )


className: operator==

code: bool operator== ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Other ) const


className: operator!

code: constexpr bool operator! ( [FGlobalActorReplicationInfoMap::EWarnFlag](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfoMap\EWarnFlag) E )


code: constexpr bool operator! ( [FReplicationGraphCSVTracker::EActorFlags](API\Plugins\ReplicationGraph\FReplicationGraphCSVTracker\EActorFlags) E )


className: PrintRepListDetails

description: A read only, non owning (ref counting) view to an actor replication list: essentially a raw pointer and the category of the list. These are only createdfromFActorRepListRefView

code: void PrintRepListDetails ( int32 PoolSize, int32 BlockIdx, int32 ListIdx )


className: PrintRepListStats

code: void PrintRepListStats ( int32 mode )


className: PrintRepListStatsAr

code: void PrintRepListStatsAr ( int32 mode, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: void AppendToTSet ( [TSet](API\Runtime\Core\Containers\TSet)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) > & OutSet ) const


description: Add contents toTArray. this is intended for debugging/ease of use

code: void AppendToTArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) > & OutArray ) const


code: [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) * begin() const


code: bool Contains ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Value ) const


code: [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) * end() const


code: int32 IndexOf ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Value ) const


code: const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & operator[] ( int32 idx ) const


description: Resets the view to null - meaning it is not pointing to any list (as opposed to an empty list of some preallocated size)

code: void ResetToNull()


code: TActorRepListViewBase ( const PointerType & In )


className: TActorRepListViewBase

description: This is a base templated type for the list "Views". This provides basic read only access between the two real views.

code: template<typename PointerType> struct TActorRepListViewBase

RepList

type: PointerType


description: Returns if class has data in the map.

code: bool Contains ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, bool bIncludeSuperClasses ) const


code: void CountBytes ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


code: [TMap](API\Runtime\Core\Containers\TMap)< [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey), ValueType >::TIterator CreateIterator()


description: Just finds element. Does not climb class hierarchy is explicit entry is not found.

code: const ValueType * FindWithoutClassRecursion ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const


code: void Emplace ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, ValueType && Value )


code: ValueType * Get ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Returns ClassInfo for a given class.

code: ValueType & GetChecked ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Sets class info for a given class. Call this in your Replication Graphs setup

code: void Set ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const ValueType & Value )


className: TClassMap

description: Templatd struct for mapping UClasses to some data type. The main things this provides is that if a UClass* was not explicitly added, it will climb the class heirachy and find the best match (and then store this for faster lookup next time)

code: template<typename ValueType> struct TClassMap

InitNewElement

type: TFunction< bool...


code: [UReplicationGraphNode_AlwaysRelevant_ForConnection](API\Plugins\ReplicationGraph\UReplicationGraphNode_AlwaysRele-_1) * GetAlwaysRelevantNodeForConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Override this function to init/configure graph for a specific connection. Note they do not all have to be unique: connections can share nodes (e.g, 2 nodes for 2 teams)

code: virtual void InitConnectionGraphNodes ( [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) * ConnectionManager )


description: Override this function to initialize the per-class data for replication


description: Override this function to init/configure your project's Global Graph

code: virtual void InitGlobalGraphNodes()


code: virtual void RouteRemoveNetworkActorToNodes ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo )


code: virtual void RouteAddNetworkActorToNodes ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalInfo )


description: The main function that will actually replicate actors. Called every server tick.

code: virtual int32 ServerReplicateActors ( float DeltaSeconds )


code: UBasicReplicationGraph()


code: void CleanupNodeCaches ( const [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * Node )


className: UBasicReplicationGraph

description: To enable this via ini: [/Script/OnlineSubsystemUtils.IpNetDriver] ReplicationDriverClassName="/Script/ReplicationGraph.BasicReplicationGraph"

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine) class UBasicReplicationGraph : public [UReplicationGraph](API\Plugins\ReplicationGraph\UReplicationGraph)

ActorsWithoutNetConnection

type: TArray<TObject...

description: Actors that are only supposed to replicate to their owning connection, but that did not have a connection on spawn

AlwaysRelevantForConnectionList

type: TArray<FConnec...

AlwaysRelevantNode

type: TObjectPtr<URe...


className: FOnClientVisibleLevelNamesAdd

code: typedef TMulticastDelegate_TwoParams< void, [FName](API\Runtime\Core\UObject\FName), [UWorld](API\Runtime\Engine\Engine\UWorld) * > FOnClientVisibleLevelNamesAdd


className: FOnClientVisibleLevelNamesRemove

code: typedef TMulticastDelegate_OneParam< void, [FName](API\Runtime\Core\UObject\FName) > FOnClientVisibleLevelNamesRemove


className: FOnPostReplicatePrioritizedLists

code: typedef TMulticastDelegate_TwoParams< void, [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) *, [FPrioritizedRepList](API\Plugins\ReplicationGraph\FPrioritizedRepList) * > FOnPostReplicatePrioritizedLists


className: FRepGraphDestructionViewerInfoArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< FRepGraphDestructionViewerInfo, TInlineAllocator< 4 > > FRepGraphDestructionViewerInfoArray


className: FVisibleCellInfo

code: struct FVisibleCellInfo

Location

type: FIntPoint


description: Returns the list of visible levels cached at the start of the gather phase.

code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetCachedClientVisibleLevelNames() const


description: Generates a set of all the visible level names for this connection and its subconnections (if any)

code: virtual void GetClientVisibleLevelNames ( [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OutLevelNames ) const


description: Returns connection graph nodes. This is const so that you do not mutate the array itself. You should use AddConnectionGraphNode/RemoveConnectionGraphNode.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * > & GetConnectionGraphNodes() const


code: [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & GetPrevDormantActorListForNode ( const [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * GridNode )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FVisibleCellInfo](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection\FVisibleCellInfo) > & GetVisibleCellsForNode ( const [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * GridNode )


code: virtual void NotifyActorChannelAdded ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, class [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel )


code: virtual void NotifyActorChannelRemoved ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual void NotifyActorChannelCleanedUp ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel )


code: virtual void NotifyAddDestructionInfo ( [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) * DestructInfo )


code: virtual void NotifyAddDormantDestructionInfo ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual void NotifyClientVisibleLevelNamesAdd ( [FName](API\Runtime\Core\UObject\FName) LevelName, [UWorld](API\Runtime\Engine\Engine\UWorld) * StreamingWorld )


code: virtual void NotifyClientVisibleLevelNamesRemove ( [FName](API\Runtime\Core\UObject\FName) LevelName )


code: virtual void NotifyDSFNodeSaturated ( const [UReplicationGraphNode_DynamicSpatialFrequency](API\Plugins\ReplicationGraph\UReplicationGraphNode_DynamicSpa-) * Node )


code: virtual void NotifyRemoveDestructionInfo ( [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) * DestructInfo )


code: virtual void ResetSaturationAnalytics()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void RemoveActorFromAllPrevDormantActorLists ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: virtual void TrackReplicationForAnalytics ( bool bFastPathSaturated )


code: UNetReplicationGraphConnection()


className: UNetReplicationGraphConnection

description: Manages actor replication for a specific connection

ActorInfoMap

type: FPerConnectionA...

description: A map of all of our per-actor data

bEnableDebugging

type: bool

bEnableFullActorPrioritizationDetails

description: Stored list of dormant actors in a previous cell when it's been left - this is for the dormant dynamic actor destruction feature.

ConnectionOrderNum

description: Indexof the connection in the global list.

DebugActor

type: TWeakObjectPtr<...

FastPathSaturationAnalytics

type: FRepGraphConnec...

LastGatherLocations

type: TArray<FLastLo...

NetConnection

type: TObjectPtr<UNe...

OnClientVisibleLevelNameAdd

type: FOnClientVisibl...

OnClientVisibleLevelNameAddMap

type: TMap<FName,FO...

OnPostReplicatePrioritizeLists

type: FOnPostReplicat...

QueuedBitsForActorDiscovery

description: Nb of bits sent for actor channel creation when a dedicated budget is allocated for this.


description: Called by the NetDriver when the client connection is ready/added to the NetDriver's client connection list

code: virtual void AddClientConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


description: Associate a node to a specific connection. When this connection replicates, this GraphNode will get a chance to add.

code: void AddConnectionGraphNode ( [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * GraphNode, [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) * ConnectionManager )


code: void AddConnectionGraphNode ( [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * GraphNode, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


description: Add a global node to the root that will have a chance to emit actor rep lists for all connections

code: void AddGlobalGraphNode ( [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * GraphNode )


code: virtual void AddNetworkActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual void CollectRepListStats ( struct [FActorRepListStatCollector](API\Plugins\ReplicationGraph\FActorRepListStatCollector) & StatCollector ) const


code: virtual [AReplicationGraphDebugActor](API\Plugins\ReplicationGraph\AReplicationGraphDebugActor) * CreateDebugActor() const


description: Creates a new node for the graph. This and UReplicationNode::CreateChildNode should be the only things that create the graph node UObjects

code: template<class T> T * CreateNewNode()


description: Creates a new node for the graph with a given base name. This and UReplicationNode::CreateChildNode should be the only things that create the graph node UObjects

code: template<class T> T * CreateNewNode ( [FName](API\Runtime\Core\UObject\FName) NodeBaseName )


description: Print the Net Culling Distance of all actors in the RepGraph. When a connection is specified will also output the cull distance in the connection info list

code: void DebugPrintCullDistances ( [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) * SpecificConnection ) const


className: FFastSharedPathConstants

code: struct FFastSharedPathConstants

DistanceRequirementPct

type: float


code: virtual void AddReplayViewers ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection, [FNetViewerArray](API\Plugins\ReplicationGraph\FNetViewerArray) & Viewers )


className: FFrameReplicationStats

description: Collects basic stats on the replicated actors

code: struct FFrameReplicationStats

NumConnections

description: Total connections replicated to during the tick including children (splitscreen) and replay connections.

NumReplicatedActors

description: Total number of actors replicated.

NumReplicatedCleanActors

description: Number of actors who did not send any data when ReplicateActor was called on them.

NumReplicatedFastPathActors

description: Number of actors replicated using the fast path.


code: [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) * FindConnectionManager ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection ) const


code: virtual void ForceNetUpdate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: virtual void FlushNetDormancy ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bWasDormInitial )


code: [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) * FindOrAddConnectionManager ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


className: FPrioritizationConstants

description: Prioritization Constants: these affect how the final priority of an actor is calculated in the prioritize phase

code: struct FPrioritizationConstants


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FReplicationGraphGlobalData](API\Plugins\ReplicationGraph\FReplicationGraphGlobalData) > & GetGraphGlobals() const


code: uint16 GetReplicationPeriodFrameForFrequency ( float NetUpdateFrequency ) const


code: uint32 GetReplicationGraphFrame() const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Sets the next timeout frame for the actors in the list along with their dependent actors

code: void HandleStarvedActorList ( const [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) & RepGraphConnection, const [FPrioritizedRepList](API\Plugins\ReplicationGraph\FPrioritizedRepList) & List, int32 StartIdx, [FPerConnectionActorInfoMap](API\Plugins\ReplicationGraph\FPerConnectionActorInfoMap) & ConnectionActorInfoMap, uint32 FrameNum )


description: Deprecated* This function has been replaced with a version that needs to receive aUNetReplicationGraphConnection

code: void HandleStarvedActorList ( const [FPrioritizedRepList](API\Plugins\ReplicationGraph\FPrioritizedRepList) & List, int32 StartIdx, [FPerConnectionActorInfoMap](API\Plugins\ReplicationGraph\FPerConnectionActorInfoMap) & ConnectionActorInfoMap, uint32 FrameNum )


description: Override this function to init/configure graph for a specific connection. Note they do not all have to be unique: connections can share nodes (e.g, 2 nodes for 2 teams)

code: virtual void InitConnectionGraphNodes ( [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) * ConnectionManager )


description: Called to associate a netdriver with a rep driver. The rep driver can "get itself ready" here.SetRepDriverWorld()will have already been caleld

code: virtual void InitForNetDriver ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InNetDriver )


description: Override this function to init/configure your project's Global Graph

code: virtual void InitGlobalGraphNodes()


description: Override this function to initialize the per-class data for replication


description: Called after World and NetDriver have been set. This is where RepDriver should possibly look at existing actors in the world

code: virtual void InitializeActorsInWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual void InitializeForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: virtual void InitNode ( [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * Node )


code: bool IsConnectionReady ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


code: virtual void LogConnectionGraphNodes ( [FReplicationGraphDebugInfo](API\Plugins\ReplicationGraph\FReplicationGraphDebugInfo) & DebugInfo ) const


code: virtual void LogGlobalGraphNodes ( [FReplicationGraphDebugInfo](API\Plugins\ReplicationGraph\FReplicationGraphDebugInfo) & DebugInfo ) const


code: virtual void LogGraph ( [FReplicationGraphDebugInfo](API\Plugins\ReplicationGraph\FReplicationGraphDebugInfo) & DebugInfo ) const


code: virtual void NotifyActorDormancyChange ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, ENetDormancy OldDormancyState )


code: virtual void NotifyActorFullyDormantForConnection ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


code: virtual void NotifyActorTearOff ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: void NotifyConnectionSaturated ( class [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) & Connection )


className: OnListRequestExceedsPooledSize

description: Invoked when a rep list is requested that exceeds the size of the preallocated lists

code: static [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(int32)> OnListRequestExceedsPooledSize;


description: Called when a destruction info is created for an actor. Can be used to override some of the destruction info struct

code: virtual void NotifyDestructionInfoCreated ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) & DestructionInfo )


description: Called after the netdriver has handled TickDispatch

code: virtual void PostTickDispatch()


description: Event called after ServerReplicateActors to dispatch the replication stats from this frame

code: virtual void PostServerReplicateStats ( const [FFrameReplicationStats](API\Plugins\ReplicationGraph\UReplicationGraph\FFrameReplicationStats) & Stats )


description: Handles an RPC. Returns true if it actually handled it. Returning false will cause the rep driver function to handle it instead

code: virtual bool ProcessRemoteFunction ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parameters, [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


code: virtual void RemoveClientConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


code: void RemoveConnectionGraphNode ( [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * GraphNode, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


code: void RemoveConnectionGraphNode ( [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * GraphNode, [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) * ConnectionManager )


code: void RemoveGlobalGraphNode ( [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * GraphNode )


code: virtual void RemoveNetworkActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Default Replication Path

code: void ReplicateActorListsForConnections_Default ( [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) * ConnectionManager, [FGatheredReplicationActorLists](API\Plugins\ReplicationGraph\FGatheredReplicationActorLists) & GatheredReplicationListsForConnection, [FNetViewerArray](API\Plugins\ReplicationGraph\FNetViewerArray) & Viewers )


description: "FastShared" Replication Path

code: void ReplicateActorListsForConnections_FastShared ( [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) * ConnectionManager, [FGatheredReplicationActorLists](API\Plugins\ReplicationGraph\FGatheredReplicationActorLists) & GatheredReplicationListsForConnection, [FNetViewerArray](API\Plugins\ReplicationGraph\FNetViewerArray) & Viewers )


code: virtual void ReplicateActorsForConnection ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection, [FPerConnectionActorInfoMap](API\Plugins\ReplicationGraph\FPerConnectionActorInfoMap) & ConnectionActorInfoMap, [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) * ConnectionManager, const uint32 FrameNum )


code: int64 ReplicateSingleActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FConnectionReplicationActorInfo](API\Plugins\ReplicationGraph\FConnectionReplicationActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalActorInfo, [FPerConnectionActorInfoMap](API\Plugins\ReplicationGraph\FPerConnectionActorInfoMap) & ConnectionActorInfoMap, [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) & ConnectionManager, const uint32 FrameNum )


code: int64 ReplicateSingleActor_FastShared ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FConnectionReplicationActorInfo](API\Plugins\ReplicationGraph\FConnectionReplicationActorInfo) & ConnectionData, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalActorInfo, [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) & ConnectionManager, const uint32 FrameNum )


code: virtual void ResetGameWorldState()


code: virtual void RouteAddNetworkActorToNodes ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalInfo )


code: virtual void RouteRemoveNetworkActorToNodes ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetActorDestructionInfoToIgnoreDistanceCulling ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DestroyedActor )


description: The main function that will actually replicate actors. Called every server tick.

code: virtual int32 ServerReplicateActors ( float DeltaSeconds )


code: void SetActorDiscoveryBudget ( int32 ActorDiscoveryBudgetInKBytesPerSec )


description: Sets the global and connection-specific cull distance setting of this actor

code: void SetAllCullDistanceSettingsForActor ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Actor, float CullDistanceSquared )


description: Called to associate a world with a rep driver. This will be called before InitForNetDriver

code: virtual void SetRepDriverWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual void SetRoleSwapOnReplicate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bSwapRoles )


code: void UpdateActorChannelCloseFrameNum ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FConnectionReplicationActorInfo](API\Plugins\ReplicationGraph\FConnectionReplicationActorInfo) & ConnectionData, const [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalData, const uint32 FrameNum, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection ) const


code: void VerifyActorReferences()


className: UReplicationGraph

description: Manages actor replication for an entire world / net driver

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine) class UReplicationGraph : public [UReplicationDriver](API\Runtime\Engine\Engine\UReplicationDriver)

ActiveNetworkActors

type: TSet<AActor&#...

description: The authoritative set of "what actors are in the graph"

Connections

description: List of connection managers. This list is not sorted and not stable.

type: TArray<UNetCon...

description: Connections needing a FlushNet in PostTickDispatch

CSVTracker

type: FReplicationGra...

DestructInfoMaxDistanceSquared

description: The max distance between anFActorDestructionInfoand a connection that we will replicate.

FastSharedPathConstants

type: FFastSharedPath...

FastSharedReplicationBunch

type: FOutBunch*

FastSharedReplicationChannel

type: UActorChannel&...

FastSharedReplicationFuncName

type: FName

GlobalActorChannelFrameNumTimeout

description: How long, in frames, without replicating before an actor channel is closed on a connection.

GlobalActorReplicationInfoMap

type: FGlobalActorRep...

GlobalGraphNodes

description: A list of nodes that can add actors to all connections.

GraphGlobals

type: TSharedPtr<FRe...

PendingConnections

description: ConnectionManagers that we have created but haven't officially been added to the net driver's ClientConnection list.

PrepareForReplicationNodes

description: A list of nodes that want PrepareForReplication() to be called on them at the top of the replication frame.

PrioritizationConstants

type: FPrioritization...

PrioritizedReplicationList

type: FPrioritizedRep...

description: Temporary List we use while prioritizing actors

ReplicationConnectionManagerClass

type: TSubclassOf<UN...

description: The per-connection manager class to instantiate.

type: TClassMap< bool...

RPCSendPolicyMap

type: TMap<FObjectKe...

description: Special case handling of specific RPCs. Currently supports immediate send/flush for multicasts


description: Remove all null and about to be destroyed nodes from our list

code: void CleanChildNodes ( [UReplicationGraphNode::NodeOrdering](API\Plugins\ReplicationGraph\UReplicationGraphNode\NodeOrdering) NodeOrder )


description: Allocates and initializes ChildNode of a specific type T. This is what you will want to call in your FCreateChildNodeFuncs.

code: template<class T> T * CreateChildNode()


description: Allocates and initializes ChildNode of a specific type T with a given base name. This is what you will want to call in your FCreateChildNodeFuncs.

code: template<class T> T * CreateChildNode ( [FName](API\Runtime\Core\UObject\FName) NodeBaseName )


code: void DoCollectActorRepListStats ( struct [FActorRepListStatCollector](API\Plugins\ReplicationGraph\FActorRepListStatCollector) & StatsCollector ) const


code: virtual void GatherActorListsForConnection ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params )


description: Debugging only function to return a normalTArrayof actor rep list (for logging, debug UIs, etc)

code: virtual void GetAllActorsInNode_Debugging ( [TArray](API\Runtime\Core\Containers\TArray)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) > & OutArray ) const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDebugString() const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: void Initialize ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FReplicationGraphGlobalData](API\Plugins\ReplicationGraph\FReplicationGraphGlobalData) > & InGraphGlobals )


code: virtual void LogNode ( [FReplicationGraphDebugInfo](API\Plugins\ReplicationGraph\FReplicationGraphDebugInfo) & DebugInfo, const [FString](API\Runtime\Core\Containers\FString) & NodeName ) const


className: NodeOrdering

description: Node removal behavior

code: enum NodeOrdering { IgnoreOrdering, KeepOrder, }


description: Called when a network actor is spawned or an actor changes replication status

code: virtual void NotifyAddNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor )


description: Called when a networked actor is being destroyed or no longer wants to replicate

code: virtual bool NotifyRemoveNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor, bool bWarnIfNotFound )


description: Implement this to visit anyFActorRepListRefViewandFStreamingLevelActorListCollectionyour node implemented.

code: virtual void OnCollectActorRepListStats ( struct [FActorRepListStatCollector](API\Plugins\ReplicationGraph\FActorRepListStatCollector) & StatsCollector ) const


description: Called when world changes or when all subclasses should dump any persistent data/lists about replicated actors here. (The new/next world will be set before this is called)


description: Called once per frame prior to replication ONLY on root nodes (nodes created via UReplicationGraph::CreateNode) has RequiresPrepareForReplicationCall=true

code: virtual void PrepareForReplication()


description: Remove a child node from our list and flag it for destruction. Returns if the node was found or not

code: bool RemoveChildNode ( [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode) * OutChildNode, [UReplicationGraphNode::NodeOrdering](API\Plugins\ReplicationGraph\UReplicationGraphNode\NodeOrdering) NodeOrder )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Mark the node and all its children PendingKill

code: virtual void TearDown()


code: bool VerifyActorReference ( const [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) & Actor ) const


description: Debugging only function to verify referenced actors (if any) are still valid.

code: void VerifyActorReferences()


description: Verify the validity of any potentially stale actor pointers. Used for debugging.


className: UReplicationGraphNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Transient, Config=Engine) class UReplicationGraphNode : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AllChildNodes

type: TArray<TObject...

bRequiresPrepareForReplicationCall

type: bool

description: Determines ifPrepareForReplication()is called.


description: Copies the contents of Source into this node. Note this does not copy child nodes, just the ReplicationActorList/StreamingLevelCollection lists on this node.

code: void DeepCopyActorListsFrom ( const [UReplicationGraphNode_ActorList](API\Plugins\ReplicationGraph\UReplicationGraphNode_ActorList) * Source )


code: virtual void GetAllActorsInNode_Debugging ( [TArray](API\Runtime\Core\Containers\TArray)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) > & OutArray ) const


code: virtual void GatherActorListsForConnection ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params )


description: Removes the actor very quickly but breaks the list order

code: bool RemoveNetworkActorFast ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo )


description: A Node that contains ReplicateActorLists. This contains 1 "base" list and aTArrayof lists that are conditioned on a streaming level being loaded.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UReplicationGraphNode_ActorList : public [UReplicationGraphNode](API\Plugins\ReplicationGraph\UReplicationGraphNode)

ReplicationActorList

type: FActorRepListRe...

description: The base list that most actors will go in

StreamingLevelCollection

type: FStreamingLevel...

description: A collection of lists that streaming actors go in


className: DefaultSettings

description: Default settings for all nodes.Bybeing static, this allows games to easily override the settings are all nodes without having to subclass every graph node class


description: Just logs our ReplicationActorList and StreamingLevelCollection (not our child nodes). Useful when subclasses override LogNode

code: void LogActorList ( [FReplicationGraphDebugInfo](API\Plugins\ReplicationGraph\FReplicationGraphDebugInfo) & DebugInfo ) const


code: void CountBytes &40; FArchive & Ar &41; const


code: FBucketThresholds &40; int32 InMaxActors, int32 InNumBuckets &41;


className: FBucketThresholds

description:
FBucketThresholds(
int32 InMaxActors,int32 InNumBuckets)

code: struct FBucketThresholds


className: FSettings

code: struct FSettings

BucketThresholds

type: TArray<FBucket...


code: const [FSettings](API\Plugins\ReplicationGraph\UReplicationGraphNode_ActorListF-\FSettings) & GetSettings() const


code: virtual void LogNode ( [FReplicationGraphDebugInfo](API\Plugins\ReplicationGraph\FReplicationGraphDebugInfo) & DebugInfo, const [FString](API\Runtime\Core\Containers\FString) & NodeName ) const


description: Called when a network actor is spawned or an actor changes replication status

code: virtual void NotifyAddNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor )


description: Called when a networked actor is being destroyed or no longer wants to replicate

code: virtual bool NotifyRemoveNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor, bool bWarnIfNotFound )


description: Called when world changes or when all subclasses should dump any persistent data/lists about replicated actors here. (The new/next world will be set before this is called)


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Implement this to visit anyFActorRepListRefViewandFStreamingLevelActorListCollectionyour node implemented.

code: virtual void OnCollectActorRepListStats ( struct [FActorRepListStatCollector](API\Plugins\ReplicationGraph\FActorRepListStatCollector) & StatsCollector ) const


code: void SetNonStreamingCollectionSize ( const int32 NewSize )


code: virtual void TearDown()


description: A Node that contains ReplicateActorLists. This contains multiple buckets for non streaming level actors and will pull from each bucket on alternating frames. It is a way to broadly load balance.

NonStreamingCollection

type: TArray<FActorR...

description: Non streaming actors go in one of these lists

Settings

type: TSharedPtr<FSe...

description: Settings for this specific node. If not set we will fallback to the static/global DefaultSettings


code: void AddAlwaysRelevantClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: virtual void GatherActorListsForConnection ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params )


description: Called once per frame prior to replication ONLY on root nodes (nodes created via UReplicationGraph::CreateNode) has RequiresPrepareForReplicationCall=true

code: virtual void PrepareForReplication()


AlwaysRelevantClasses

type: TArray<UClass...

description: Explicit list of classes that are always relevant. This.

ChildNode

type: TObjectPtr<URe...


code: void AddCachedRelevantActor ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & LastActor )


code: template<typename KeyType, typename ValueType> static void CleanupCachedRelevantActors ( [TMap](API\Runtime\Core\Containers\TMap)< [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< KeyType >, ValueType > & ActorMap )


code: void UpdateCachedRelevantActor ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & LastActor )


description: Adds actors that are always relevant for a connection. This engine version just adds the PlayerController and ViewTarget (usually the pawn)

PastRelevantActorMap

type: TMap<TObjectKe...

ReplicationActorList

description: Rebuilt-every-frame list based onUNetConnectionstate


code: bool IsNodeObsolete ( uint32 CurrentFrame ) const


code: void InitConnectionNode ( const [FRepGraphConnectionKey](API\Plugins\ReplicationGraph\FRepGraphConnectionKey) & InConnectionOwner, uint32 CurrentFrame )


code: void NotifyActorDormancyFlush ( [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) Actor )


code: void OnClientVisibleLevelNameAdd ( [FName](API\Runtime\Core\UObject\FName) LevelName, [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: This setting determines the number of frames from the last Gather call when we consider a node obsolete. The default value of 0 disables this condition. Enable this to reduce the memory footprint of the RepGraph and optimize the exponential cost of dormancy events (the more each connection moves around the grid cell the more each dormancy events is listened to). Inversely if clients go back and forth across the same cell multiple times the cost of the first Gather of newly created cell is very high (it rechecks all dormant actors in the cell before removing them). This means this optimization is ideal only if you know the clients can't go back to previously visited cells, or that they do so very infrequently.

code: static void SetNumFramesUntilObsolete ( uint32 NumFrames )


className: NumFramesUntilObsolete

code: static uint32 NumFramesUntilObsolete = 0;


description: Verify the validity of any potentially stale actor pointers. Used for debugging.


description: Removes dormant (on connection) actors from its rep lists


code: void AddDormantActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalInfo )


code: void ConditionalGatherDormantDynamicActors ( [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & RepList, const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params, [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) * RemovedList, bool bEnforceReplistUniqueness, [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) * RemoveFromList )


className: FConnectionDormancyNodeMap


className: FConnectionDormancyNodeFunction

description: Function called on every ConnectionDormancyNode in our list


code: [UReplicationGraphNode_ConnectionDormancyNode](API\Plugins\ReplicationGraph\UReplicationGraphNode_Connection-) * GetExistingConnectionNode ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params )


code: [UReplicationGraphNode_ConnectionDormancyNode](API\Plugins\ReplicationGraph\UReplicationGraphNode_Connection-) * GetConnectionNode ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params )


className: MaxZForConnection

description: Connection Z location has to be < this for ConnectionsNodes to be made.

code: static [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) MaxZForConnection = UE::Net::Private::RepGraphWorldMax;


code: virtual void NotifyAddNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor )


code: virtual bool NotifyRemoveNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor, bool bWarnIfNotFound )


code: void OnActorDormancyFlush ( [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) Actor, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalInfo )


code: void RemoveDormantActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & ActorRepInfo )


description: Stores per-connection copies of a main actor list. Skips and removes elements from per connection list that are fully dormant


description: Deprecated* This function was replaced with a version that needs to receive aUNetReplicationGraphConnectioninstead of a NetConnection

code: void CalcFrequencyForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UReplicationGraph](API\Plugins\ReplicationGraph\UReplicationGraph) * RepGraph, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalInfo, [FPerConnectionActorInfoMap](API\Plugins\ReplicationGraph\FPerConnectionActorInfoMap) & ConnectionMap, [FSettings](API\Plugins\ReplicationGraph\UReplicationGraphNode_DynamicSpa-\FSettings) & MySettings, const [FNetViewerArray](API\Plugins\ReplicationGraph\FNetViewerArray) & Viewers, const uint32 FrameNum, int32 ExistingItemIndex )


code: void CalcFrequencyForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UReplicationGraph](API\Plugins\ReplicationGraph\UReplicationGraph) * RepGraph, const [UNetReplicationGraphConnection](API\Plugins\ReplicationGraph\UNetReplicationGraphConnection) & RepGraphConnection, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalInfo, [FPerConnectionActorInfoMap](API\Plugins\ReplicationGraph\FPerConnectionActorInfoMap) & ConnectionMap, [FSettings](API\Plugins\ReplicationGraph\UReplicationGraphNode_DynamicSpa-\FSettings) & MySettings, const [FNetViewerArray](API\Plugins\ReplicationGraph\FNetViewerArray) & Viewers, const uint32 FrameNum, int32 ExistingItemIndex )


code: bool operator< &40; const FDynamicSpatialFrequency_SortedItem & Other &41; const


code: FDynamicSpatialFrequency_SortedItem &40; AActor &42; InActor, int32 InDistance, FGlobalActorReplicationInfo &42; InGlobal &41;


code: FDynamicSpatialFrequency_SortedItem &40; AActor &42; InActor, int32 InFramesTillReplicate, bool InEnableFastPath, FGlobalActorReplicationInfo &42; InGlobal, FConnectionReplicationActorInfo &42; InConnection &41;


Actor

type: AActor*

ConnectionInfo

type: FConnectionRepl...

GlobalInfo

type: FGlobalActorRep...


code: FSettings &40; TArrayView< FSpatializationZone > InZoneSettings, TArrayView< FSpatializationZone > InZoneSettings_NonFastSharedActors, int64 InMaxBitsPerFrame, int32 InMaxNearestActors &41;


code: struct FSettings

ZoneSettings

type: TArrayView<FSp...


description: Init directly.

code: FSpatializationZone &40; float InMinDotProduct, float InMinDistPct, float InMaxDistPct, uint32 InMinRepPeriod, uint32 InMaxRepPeriod, uint32 InMinRepPeriod_FastPath, uint32 InMaxRepPeriod_FastPath &41;


code: static uint32 HzToFrm &40; float Hz, float TargetFrameRate &41;


description: Init based on target frame rate.

code: FSpatializationZone &40; float InMinDotProduct, float InMinDistPct, float InMaxDistPct, float InMinRepHz, float InMaxRepHz, float InMinRepHz_FastPath, float InMaxRepHz_FastPath, float TickRate &41;


className: FSpatializationZone

code: struct FSpatializationZone

MaxDistPct

type: float


code: virtual void GatherActorListsForConnection ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params )


code: virtual void GatherActors ( const [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & RepList, [FGlobalActorReplicationInfoMap](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfoMap) & GlobalMap, [FPerConnectionActorInfoMap](API\Plugins\ReplicationGraph\FPerConnectionActorInfoMap) & ConnectionMap, const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


code: virtual void GatherActors_DistanceOnly ( const [FActorRepListRefView](API\Plugins\ReplicationGraph\FActorRepListRefView) & RepList, [FGlobalActorReplicationInfoMap](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfoMap) & GlobalMap, [FPerConnectionActorInfoMap](API\Plugins\ReplicationGraph\FPerConnectionActorInfoMap) & ConnectionMap, const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params )


description: A node intended for dynamic (moving) actors where replication frequency is based on distance to the connection's view location

CSVStatName

type: const char *...

NumExpectedReplicationsThisFrame

description: Working ints for adaptive load balancing. Does not count actors that rep every frame.

Settings

type: FSettings*

SortedReplicationList

type: TArray<FDynami...

description: Working area for our sorted replication list. Reset each frame for each connection as we build the list.


code: void AddStaticActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalRepInfo, bool bParentNodeHandlesDormancyChange )


code: void AddDynamicActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo )


description: Debugging only function to return a normalTArrayof actor rep list (for logging, debug UIs, etc)

code: virtual void GetAllActorsInNode_Debugging ( [TArray](API\Runtime\Core\Containers\TArray)< [FActorRepListType](API\Plugins\ReplicationGraph\FActorRepListType) > & OutArray ) const


code: [UReplicationGraphNode_DormancyNode](API\Plugins\ReplicationGraph\UReplicationGraphNode_DormancyNo-) * GetDormancyNode ( bool bInCreateIfMissing )


code: virtual void LogNode ( [FReplicationGraphDebugInfo](API\Plugins\ReplicationGraph\FReplicationGraphDebugInfo) & DebugInfo, const [FString](API\Runtime\Core\Containers\FString) & NodeName ) const


description: Called when a network actor is spawned or an actor changes replication status

code: virtual void NotifyAddNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor )


description: Called when a networked actor is being destroyed or no longer wants to replicate

code: virtual bool NotifyRemoveNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor, bool bWarnIfNotFound )


code: void RemoveDynamicActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo )


description: For adding new actor to the graph

code: virtual void AddActorInternal_Dynamic ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo )


code: void RemoveStaticActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & ActorRepInfo, bool bWasAddedAsDormantActor )


code: virtual void AddActorInternal_Static ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & ActorRepInfo, bool IsDormancyDriven )


CreateDynamicNodeOverride

type: TFunction<URep...

description: Allow graph to override function for creating the dynamic node in the cell.


code: void AddActor_Dormancy ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & ActorRepInfo )


code: virtual void AddActorInternal_Static_Implementation ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & ActorRepInfo, bool IsDormancyDriven )


code: void AddActor_Dynamic ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & ActorRepInfo )


code: void AddActor_Static ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & ActorRepInfo )


description: Marks a class as preventing spatial rebuilds when an instance leaves the grid.

code: void AddToClassRebuildDenyList ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: virtual void GatherActorListsForConnection ( const [FConnectionGatherActorListParameters](API\Plugins\ReplicationGraph\FConnectionGatherActorListParame-) & Params )


description: Called if cull distance changes. Note the caller must update Global/Connection actor rep infos. This just changes cached state within this node.

code: virtual void NotifyActorCullDistChange ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & GlobalInfo, float OldDist )


description: Called when world changes or when all subclasses should dump any persistent data/lists about replicated actors here. (The new/next world will be set before this is called)


description: Called once per frame prior to replication ONLY on root nodes (nodes created via UReplicationGraph::CreateNode) has RequiresPrepareForReplicationCall=true

code: virtual void PrepareForReplication()


code: virtual void RemoveActorInternal_Dynamic ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor )


code: virtual void RemoveActorInternal_Static ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor, [FGlobalActorReplicationInfo](API\Plugins\ReplicationGraph\FGlobalActorReplicationInfo) & ActorRepInfo, bool WasAddedAsDormantActor )


code: void RemoveActor_Dormancy ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo )


code: void RemoveActor_Dynamic ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo )


code: void RemoveActor_Static ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & ActorInfo )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: When the GridBounds is set we limit the creation of cells to be exclusively inside the passed region. Viewers who gather nodes outside this region will be clamped to the closest cell inside the box. Actors whose location is outside the box will be clamped to the closest cell inside the box.

code: void SetBiasAndGridBounds ( const FBox & GridBox )


description: Verify the validity of any potentially stale actor pointers. Used for debugging.


bDestroyDormantDynamicActors

type: bool

description: When enabled the RepGraph tells clients to destroy dormant dynamic actors when they go out of relevancy.

ConnectionMaxZ

type: double

CreateCellNodeOverride

description: Allow graph to override function for creating cell nodes in this grid.

DebugActorNames

type: TArray<FString...

DestroyDormantDynamicActorsCellTTL

description: How many frames dormant actors should be outside relevancy range to be destroyed.

description: Optimization to spread cost over multiple frames.


code: virtual void LogNode ( [FReplicationGraphDebugInfo](API\Plugins\ReplicationGraph\FReplicationGraphDebugInfo) & DebugInfo, const [FString](API\Runtime\Core\Containers\FString) & NodeName ) const


code: virtual void NotifyAddNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor )


code: virtual bool NotifyRemoveNetworkActor ( const [FNewReplicatedActorInfo](API\Plugins\ReplicationGraph\FNewReplicatedActorInfo) & Actor, bool bWarnIfNotFound )


code: void NotifyTearOffActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, uint32 FrameNum )


description: Implement this to visit anyFActorRepListRefViewandFStreamingLevelActorListCollectionyour node implemented.

code: virtual void OnCollectActorRepListStats ( struct [FActorRepListStatCollector](API\Plugins\ReplicationGraph\FActorRepListStatCollector) & StatsCollector ) const


description: Manages actors that are Tear Off. We will try to replicate these actors one last time to each connection.

ReplicationActorList

type: FActorRepListRe...

TearOffActors

type: TArray<FTearOf...

description: Fixme: not safe to have persistent FActorRepListrefViews yet, so need a uproperty based list to hold the persistent items.


className: ERaMaterialName

module: ResonanceAudio

code: enum ERaMaterialName { TRANSPARENT, ACOUSTIC_CEILING_TILES, BRICK_BARE, BRICK_PAINTED, CONCRETE_BLOCK_COARSE, CONCRETE_BLOCK_PAINTED, CURTAIN_HEAVY, FIBER_GLASS_INSULATION, GLASS_THIN, GLASS_THICK, GRASS, LINOLEUM_ON_CONCRETE, MARBLE, METAL, PARQUET_ONCONCRETE, PLASTER_ROUGH, PLASTER_SMOOTH, PLYWOOD_PANEL, POLISHED_CONCRETE_OR_TILE, SHEETROCK, WATER_OR_ICE_SURFACE, WOOD_CEILING, WOOD_PANEL, UNIFORM, }


className: ERaDistanceRolloffModel

code: enum ERaDistanceRolloffModel { LOGARITHMIC, LINEAR, NONE, }


className: ERaQualityMode

description: Copyright Google Inc. 2017. All rights reserved.

code: enum ERaQualityMode { STEREO_PANNING, BINAURAL_LOW, BINAURAL_MEDIUM, BINAURAL_HIGH, }


className: EResonanceRenderMode

description: Copyright (C) Google Inc. 2017. All rights reserved.

code: enum EResonanceRenderMode { StereoPanning, BinauralLowQuality, BinauralMediumQuality, BinauralHighQuality, RoomEffectsOnly, }


className: ERaSpatializationMethod

code: enum ERaSpatializationMethod { STEREO_PANNING, HRTF, }


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IResonanceAudioModule](API\Plugins\ResonanceAudio\IResonanceAudioModule) & Get()


className: IResonanceAudioModule

description: Copyright (C) Google Inc. 2017. All rights reserved. The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

code: class IResonanceAudioModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


description: This function overrides the Global Reverb Preset for Resonance Audio.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ResonanceAudio|GlobalReverbPreset") static void SetGlobalReverbPreset ( UResonanceAudioReverbPluginPreset * InPreset )


description: This function retrieves the Global Reverb Preset for Resonance Audio.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ResonanceAudio|GlobalReverbPreset") static UResonanceAudioReverbPluginPreset * GetGlobalReverbPreset()


className: UResonanceAudioBlueprintFunctionLibrary


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) > GetProxy() const


className: UResonanceAudioSoundfieldSettings

RenderMode

type: EResonanceRende...

description: Which order of ambisonics to use for this submix.


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: See if Audio Component references this settings instance:

code: bool DoesAudioComponentReferenceThis ( class [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * InAudioComponent )