Net.RepGraph.HandleDynamicActorRename

Net.RepGraph.HandleDynamicActorRename

#Overview

name: Net.RepGraph.HandleDynamicActorRename

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/ReplicationGraph.cpp:75

Scope (from outer to inner):

file
namespace    UE::Net::Private

Source code excerpt:


	int32 CVar_RepGraph_HandleDynamicActorRename = 0;
	static FAutoConsoleVariableRef CVarRepGraphHandleDynamicActorRename(TEXT("Net.RepGraph.HandleDynamicActorRename"), CVar_RepGraph_HandleDynamicActorRename, TEXT("If nonzero, when a dynamic actor's outer/level changes, repgraph will update its cached level information."));
}

int32 CVar_RepGraph_Pause = 0;
static FAutoConsoleVariableRef CVarRepGraphPause(TEXT("Net.RepGraph.Pause"), CVar_RepGraph_Pause,
	TEXT("Pauses actor replication in the Replication Graph."), ECVF_Default);

#Loc: <Workspace>/Engine/Plugins/Runtime/ReplicationGraph/Source/Public/ReplicationGraph.h:81

Scope (from outer to inner):

file
function     class REPLICATIONGRAPH_API UReplicationGraphNode : public UObject { GENERATED_BODY

Source code excerpt:


	/**
	 * If Net.RepGraph.HandleDynamicActorRename is enabled, this is called when a dynamic actor is changing its outer.
	 * If the node maintains level information for actors, and if replicated actors may be renamed, the implementation needs to update its level info.
	 * Returns true if the actor was found & updated.
	 */
	virtual bool NotifyActorRenamed(const FRenamedReplicatedActorInfo& Actor, bool bWarnIfNotFound=true) PURE_VIRTUAL(UReplicationGraphNode::NotifyActorRenamed, return false; );

	/** Called when world changes or when all subclasses should dump any persistent data/lists about replicated actors here. (The new/next world will be set before this is called) */
	virtual void NotifyResetAllNetworkActors();
	
	/** Mark the node and all its children PendingKill */
	virtual void TearDown();