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Orbdale

Orbdale Terrain · OrbdaleTerrain module · class

AOrbdaleTerrainNetLink

Experimental

One client's terrain link: its own actor channel, so terrain traffic never fills the PlayerController's reliable window.

Declaration

UCLASS(NotBlueprintable, Transient)
class AOrbdaleTerrainNetLink : public AInfo
Header
#include "Net/OrbdaleTerrainNetLink.h"
Module
PublicDependencyModuleNames.Add("OrbdaleTerrain"); in your module’s Build.cs.
Stability
Experimental: supported, may change in a minor version, with a changelog line.
Thread
The RPCs forward to the net subsystem on the game thread; the link holds no terrain state.
Derives from
AInfo

Description

The server spawns one per remote PlayerController at login (UOrbdaleTerrainNetSubsystem) and destroys it at logout; the buyer's GameMode needs no edit. Owner = the PlayerController, relevant to it only, no replicated property: every byte goes through the RPCs below, each at most kTerrainNetMaxPartBytes.

A game with a Replication Graph routes this class to its per-connection always-relevant node.

Note.

Tier 3. The RPCs forward to the net subsystem on the game thread; the link holds no terrain state.

Functions

Properties

NameTypeDefaultMeaning
LinkIdint320

The server's id of this link (FTerrainNetServer); 0 on a client.