Net.RepGraph.PrioritizedLists.Print
Net.RepGraph.PrioritizedLists.Print
#Overview
name: Net.RepGraph.PrioritizedLists.Print
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:1429
Scope: file
Source code excerpt:
}
FAutoConsoleCommand RepGraphPrintPrioritizedList(TEXT("Net.RepGraph.PrioritizedLists.Print"), TEXT(""), FConsoleCommandWithArgsDelegate::CreateLambda([](const TArray< FString >& Args)
{
LogPrioritizedListHelper(*GLog, Args, true);
}));
FAutoConsoleCommand RepGraphDrawPrioritizedList(TEXT("Net.RepGraph.PrioritizedLists.Draw"), TEXT(""), FConsoleCommandWithArgsDelegate::CreateLambda([](const TArray< FString >& InArgs)
#Loc: <Workspace>/Engine/Plugins/Runtime/ReplicationGraph/Source/Private/ReplicationGraphDebugging.cpp:20
Scope: file
Source code excerpt:
* 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);
}
UReplicationGraph* Graph = nullptr;
for (TObjectIterator<UReplicationGraph> It; It; ++It)