RealDocs

11 results for "networking" in function

function
AActor::IsNameStableForNetworking Engine

Returns true if this actor's path name is stable enough to be used as a net reference across server and client.

function
UActorComponent::IsNameStableForNetworking Engine

Returns whether this component's name is stable enough to be used for networked object identification.

function
UAttributeSet::IsNameStableForNetworking GameplayAbilities

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.

function
AActor::IsSupportedForNetworking Engine

Returns true if this actor can be referenced across a network connection.

function
UActorComponent::IsSupportedForNetworking Engine

Returns whether this component supports networking at all.

function
UAttributeSet::IsSupportedForNetworking GameplayAbilities

Returns true, marking AttributeSets as supported for UObject replication so they can be sent as subobjects of their owning actor or AbilitySystemComponent.

function
AActor::CallPreReplication Engine

Called by the networking system to invoke PreReplication on this actor and all of its replicated components.

function
UKismetSystemLibrary::IsStandalone Engine

Returns whether this game instance has no networking at all (single-player, no client/server split).

function
UActorComponent::RegisterReplicationFragments Engine

Registers the component's replicated properties as Iris replication fragments.

function
UActorComponent::ReplicateSubobjects Engine

Legacy virtual called by the networking system to replicate any UObject subobjects owned by this component.

function
UCharacterMovementComponent::TickComponent Engine

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.