50 results for "replication"
Called by the networking system to invoke PreReplication on this actor and all of its replicated components.
Called by the Iris replication system immediately before an actor begins replicating to allow custom replication parameters to be injected.
Forces the owning actor's replication to update immediately so that gameplay cues and ability state changes are sent to clients with minimal latency.
Returns a const reference to the `FRepAttachment` struct that the engine fills in when this actor's root component is attached to another actor, used to replicate attachment state to clients.
Returns the replication system this GameMode requests for the GameNetDriver.
Returns the current physics replication mode set on this actor.
Returns the lifetime condition that controls which connections receive this component's replication data.
Returns true once ReadyForReplication has been called on the component, indicating it is fully initialised and safe for the replication system to start replicating its properties.
Called when this component is dynamically created on a client as a result of replication from the server.
Called on clients when a replicated component is removed from the network.
RepNotify called on clients when the `AttachmentReplication` property changes, causing the engine to apply the new attachment transform and socket on the client.
Called by the Iris replication system when this component begins replicating.
Called by the Iris replication system just before this component stops replicating.
Called on the client actor when the replication system dynamically creates a new subobject that was spawned on the server.
Called on the client actor just before the replication system destroys a subobject that no longer exists on the server.
Called on the server (and autonomous proxy during client replays) immediately before replication occurs.
Called on the server (and for autonomous proxies during Client Replay recording) immediately before replication to give the actor a chance to update replicated properties or mark which ones have changed.
Called by the replication system on the server just before each actor is replicated to clients.
Called by the replication system immediately before this component's properties are replicated.
Called before replication when recording a client replay, including for simulated proxies.
Called for all actors when recording a Client Replay, including simulated proxies.
Called by the replication system when this component is ready to begin replication.
Called on replicated components when their owning actor is officially ready for replication.
Registers this actor's root component physics object as a focal point in the Physics Replication LOD system, causing the engine to allocate higher-fidelity physics replication budget around this actor.
Called by the Iris replication system to let the actor register its replication fragments.
Registers the component's replicated properties as Iris replication fragments.
Controls whether `PreReplication()` is invoked on this actor before each replication attempt.
Controls whether `PreReplicationForReplay()` is called before each replay replication pass.
Sets the physics replication mode for this actor, controlling how physics state is synchronized from server to clients.
Removes this actor's root component physics object from the Physics Replication LOD focal point list, reverting it to standard LOD priority.
The base class for all actors that can be placed or spawned in the world.
Registers a UObject as a replicated sub-object owned by a specific actor component, so its UPROPERTY fields replicate along with that component's replication lifecycle.
Override to control whether a component that wants to replicate is actually allowed to, and to which connections.
Fires the supplied delegate immediately if the Generic Replicated Event has already been received; otherwise registers it to fire when the event arrives.
Client-side body of the deprecated ClientVeryShortAdjustPosition RPC.
Stops replicating a subobject and signals connected actor channels to delete their replica of it on the next replication update.
Forces a dormant actor to send a replication update to clients without permanently waking it.
Forces this actor to be considered dirty for replication and sent to clients on the next network tick, bypassing its normal NetUpdateFrequency schedule.
Forces all replicated properties on this actor to do a full comparison against their shadow state for one frame, rather than relying on the shared dirty-tracking state.
Fills the `ReplicatedMovement` struct with the actor's current location, rotation, velocity, and angular velocity so that data can be sent to clients.
Returns the FName of the bHidden property.
Returns whether replication is currently enabled for this actor.
Returns true if replication is enabled on this component via SetIsReplicated.
Override this in any actor subclass that has UPROPERTY members marked with Replicated or ReplicatedUsing to register those properties with the replication system.
Registers which UPROPERTY members are replicated and under what conditions.
Registers which properties are replicated and their replication conditions.
Returns the minimum rate (updates per second) this actor will be considered for replication, even when its replicated properties are not changing.
Returns the net connection associated with this pawn, resolved by walking up through the owning PlayerController.
Returns the UNetDriver this actor is bound to, or nullptr if the actor has no net driver association.
Returns the actor responsible for network replication decisions.