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49 results for "replication" in function

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.

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.