Net.RepGraph.HandleDynamicActorRename
Net.RepGraph.HandleDynamicActorRename
#Overview
name: Net.RepGraph.HandleDynamicActorRename
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
If nonzero, when a dynamic actor\'s outer/level changes, repgraph will update its cached level information.
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();