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50 results for "replication"

function
AActor::CallPreReplication Engine

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

function
AActor::FillReplicationParams Engine

Called by the Iris replication system immediately before an actor begins replicating to allow custom replication parameters to be injected.

function
UAbilitySystemComponent::ForceReplication GameplayAbilities

Forces the owning actor's replication to update immediately so that gameplay cues and ability state changes are sent to clients with minimal latency.

function
AActor::GetAttachmentReplication Engine

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.

function
AGameModeBase::GetGameNetDriverReplicationSystem Engine

Returns the replication system this GameMode requests for the GameNetDriver.

function
AActor::GetPhysicsReplicationMode Engine

Returns the current physics replication mode set on this actor.

function
UActorComponent::GetReplicationCondition Engine

Returns the lifetime condition that controls which connections receive this component's replication data.

function
UActorComponent::IsReadyForReplication Engine

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.

function
UActorComponent::OnCreatedFromReplication Engine

Called when this component is dynamically created on a client as a result of replication from the server.

function
UActorComponent::OnDestroyedFromReplication Engine

Called on clients when a replicated component is removed from the network.

function
AActor::OnRep_AttachmentReplication Engine

RepNotify called on clients when the `AttachmentReplication` property changes, causing the engine to apply the new attachment transform and socket on the client.

function
UActorComponent::OnReplicationStartedForIris Engine

Called by the Iris replication system when this component begins replicating.

function
UActorComponent::OnStopReplicationForIris Engine

Called by the Iris replication system just before this component stops replicating.

function
AActor::OnSubobjectCreatedFromReplication Engine

Called on the client actor when the replication system dynamically creates a new subobject that was spawned on the server.

function
AActor::OnSubobjectDestroyFromReplication Engine

Called on the client actor just before the replication system destroys a subobject that no longer exists on the server.

function
AActor::PreReplication Engine

Called on the server (and autonomous proxy during client replays) immediately before replication occurs.

function
ACharacter::PreReplication Engine

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.

function
APawn::PreReplication Engine

Called by the replication system on the server just before each actor is replicated to clients.

function
UActorComponent::PreReplication Engine

Called by the replication system immediately before this component's properties are replicated.

function
AActor::PreReplicationForReplay Engine

Called before replication when recording a client replay, including for simulated proxies.

function
ACharacter::PreReplicationForReplay Engine

Called for all actors when recording a Client Replay, including simulated proxies.

function
UAbilitySystemComponent::ReadyForReplication GameplayAbilities

Called by the replication system when this component is ready to begin replication.

function
UActorComponent::ReadyForReplication Engine

Called on replicated components when their owning actor is officially ready for replication.

function
AActor::RegisterAsFocalPointInPhysicsReplicationLOD Engine

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.

function
AActor::RegisterReplicationFragments Engine

Called by the Iris replication system to let the actor register its replication fragments.

function
UActorComponent::RegisterReplicationFragments Engine

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

function
AActor::SetCallPreReplication Engine

Controls whether `PreReplication()` is invoked on this actor before each replication attempt.

function
AActor::SetCallPreReplicationForReplay Engine

Controls whether `PreReplicationForReplay()` is called before each replay replication pass.

function
AActor::SetPhysicsReplicationMode Engine

Sets the physics replication mode for this actor, controlling how physics state is synchronized from server to clients.

function
AActor::UnregisterAsFocalPointInPhysicsReplicationLOD Engine

Removes this actor's root component physics object from the Physics Replication LOD focal point list, reverting it to standard LOD priority.

class
AActor Engine

The base class for all actors that can be placed or spawned in the world.

function
AActor::AddActorComponentReplicatedSubObject Engine

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.

function
AActor::AllowActorComponentToReplicate Engine

Override to control whether a component that wants to replicate is actually allowed to, and to which connections.

function
UAbilitySystemComponent::CallOrAddReplicatedDelegate GameplayAbilities

Fires the supplied delegate immediately if the Generic Replicated Event has already been received; otherwise registers it to fire when the event arrives.

function
ACharacter::ClientVeryShortAdjustPosition_Implementation Engine deprecated

Client-side body of the deprecated ClientVeryShortAdjustPosition RPC.

function
UActorComponent::DestroyReplicatedSubObjectOnRemotePeers Engine

Stops replicating a subobject and signals connected actor channels to delete their replica of it on the next replication update.

function
AActor::FlushNetDormancy Engine

Forces a dormant actor to send a replication update to clients without permanently waking it.

function
AActor::ForceNetUpdate Engine

Forces this actor to be considered dirty for replication and sent to clients on the next network tick, bypassing its normal NetUpdateFrequency schedule.

function
AActor::ForcePropertyCompare Engine

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.

function
AActor::GatherCurrentMovement Engine

Fills the `ReplicatedMovement` struct with the actor's current location, rotation, velocity, and angular velocity so that data can be sent to clients.

function
AActor::GetHiddenPropertyName Engine

Returns the FName of the bHidden property.

function
AActor::GetIsReplicated Engine

Returns whether replication is currently enabled for this actor.

function
UActorComponent::GetIsReplicated Engine

Returns true if replication is enabled on this component via SetIsReplicated.

function
AActor::GetLifetimeReplicatedProps Engine

Override this in any actor subclass that has UPROPERTY members marked with Replicated or ReplicatedUsing to register those properties with the replication system.

function
AGameStateBase::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members are replicated and under what conditions.

function
APlayerState::GetLifetimeReplicatedProps Engine

Registers which properties are replicated and their replication conditions.

function
AActor::GetMinNetUpdateFrequency Engine

Returns the minimum rate (updates per second) this actor will be considered for replication, even when its replicated properties are not changing.

function
APawn::GetNetConnection Engine

Returns the net connection associated with this pawn, resolved by walking up through the owning PlayerController.

function
AActor::GetNetDriver Engine

Returns the UNetDriver this actor is bound to, or nullptr if the actor has no net driver association.

function
AActor::GetNetOwner Engine

Returns the actor responsible for network replication decisions.