12 results for "networking"
Returns true if this actor's path name is stable enough to be used as a net reference across server and client.
Returns whether this component's name is stable enough to be used for networked object identification.
Returns true when this AttributeSet was marked net addressable via SetNetAddressable(), telling the networking system it can be referenced by a stable name instead of an index.
Returns true if this actor can be referenced across a network connection.
Returns whether this component supports networking at all.
Returns true, marking AttributeSets as supported for UObject replication so they can be sent as subobjects of their owning actor or AbilitySystemComponent.
Called by the networking system to invoke PreReplication on this actor and all of its replicated components.
Returns whether this game instance has no networking at all (single-player, no client/server split).
Registers the component's replicated properties as Iris replication fragments.
Legacy virtual called by the networking system to replicate any UObject subobjects owned by this component.
Drives the movement simulation each frame — computes acceleration and rotation for locally controlled characters, or replicates the move to the server for network clients, as described in the class's networking overview comment.
The base class of all Unreal Engine objects.