Net.RepGraph.DrawGraph

Net.RepGraph.DrawGraph

#Overview

name: Net.RepGraph.DrawGraph

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Plugins/Runtime/ReplicationGraph/Source/Private/ReplicationGraphDebugging.cpp:940

Scope: file

Source code excerpt:

}));

FAutoConsoleCommand RepGraphDrawGraph(TEXT("Net.RepGraph.DrawGraph"), TEXT(""), FConsoleCommandWithArgsDelegate::CreateLambda([](const TArray< FString >& InArgs) 
{ 
	static FDelegateHandle Handle;
	static TArray< FString > Args;
	Args = InArgs;

	if (Handle.IsValid())

#Loc: <Workspace>/Engine/Plugins/Runtime/ReplicationGraph/Source/Private/ReplicationGraphDebugging.cpp:16

Scope: file

Source code excerpt:

 *	
 *	Net.RepGraph.PrintGraph												Prints replication graph to log (hierarchical representation of graph and its lists)
 *	Net.RepGraph.DrawGraph												Draws replication graph on HUD
 *	
 *	Net.RepGraph.PrintAllActorInfo <MatchString>						Prints global and connection specific info about actors whose pathname contains MatchString. Can be called from client.
 *	
 *	Net.RepGraph.PrioritizedLists.Print	<ConnectionIdx>					Prints prioritized replication list to log 
 *	Net.RepGraph.PrioritizedLists.Draw <ConnectionIdx>					Draws prioritized replication list on HUD
 *	
 *	Net.RepGraph.PrintAll <Frames> <ConnectionIdx> <"Class"/"Num">		Prints the replication graph and prioritized list for given ConnectionIdx for given Frames.
 *	
 *	Net.PacketBudget.HUD												Draws Packet Budget details on HUD
 *	Net.PacketBudget.HUD.Toggle											Toggles capturing/updating the Packet Budget details HUD
 *	
 *	Net.RepGraph.Lists.DisplayDebug										Displays RepActoList stats on HUD
 *	Net.RepGraph.Lists.Stats											Prints RepActorList stats to Log
 *	Net.RepGraph.Lists.Details											Prints extended RepActorList details to log
 *	
 *	Net.RepGraph.StarvedList <ConnectionIdx>							Prints actor starvation stats to HUD
 *	
 *	Net.RepGraph.SetDebugActor <ClassName>								Call on client: sets server debug actor to the closest actor that matches ClassName. See RepGraphConditionalActorBreakpoint
 *	
 */

namespace RepGraphDebugging
{
	UReplicationGraph* FindReplicationGraphHelper(const TArray<FString>& Args)
	{
		FName NetDriverName = NAME_GameNetDriver;

		const FString* DriverStr = Args.FindByPredicate([](const FString& Str) { return Str.Contains(TEXT("driver=")); });
		if (DriverStr)
		{
			FParse::Value(**DriverStr, TEXT("driver="), NetDriverName);