Net.RepGraph.Lists.Stats
Net.RepGraph.Lists.Stats
#Overview
name: Net.RepGraph.Lists.Stats
This variable is created as a Console Variable (cvar).
- type:
Cmd
- help: ``
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:1535
Scope: file
Source code excerpt:
}));
FAutoConsoleCommand RepDriverListsStatsCmd(TEXT("Net.RepGraph.Lists.Stats"), TEXT(""), FConsoleCommandWithArgsDelegate::CreateLambda([](const TArray< FString >& Args)
{
UReplicationGraph* Graph = RepGraphDebugging::FindReplicationGraphHelper(Args);
if (!Graph)
{
UE_LOG(LogReplicationGraph, Warning, TEXT("Could not find valid Replication Graph."));
return;
#Loc: <Workspace>/Engine/Plugins/Runtime/ReplicationGraph/Source/Private/ReplicationGraphDebugging.cpp:29
Scope: file
Source code excerpt:
*
* 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);
}
UReplicationGraph* Graph = nullptr;
for (TObjectIterator<UReplicationGraph> It; It; ++It)
{
if (It->NetDriver && (NetDriverName == NAME_None || It->NetDriver->NetDriverName == NetDriverName) && It->NetDriver->GetNetMode() != NM_Client)
{
Graph = *It;
break;
}
}
return Graph;
}