Orrery Terrain · OrreryTerrain module · member function
UOrreryTerrainSubsystem::
LoadReplicaSnapshot
BlueprintA replica's join: load the authority's save bytes, taken when its next record was Seq + 1, and apply its records from Seq + 1 on.
Declaration
UFUNCTION(BlueprintCallable, Category="Orrery|Terrain|Net")
EOrreryTerrainLoadResult LoadReplicaSnapshot(const TArray<uint8>& Bytes, int64 Seq, int64 SculptDigest, int64 NextFeatureId);Blueprint Load Replica Snapshot
The graph as text
- Load Replica Snapshot (function call; Target is Orrery Terrain Subsystem)
- In Target (self object): self
- In Bytes (array of Byte): not connected
- In Seq (Integer64): 0
- In Sculpt Digest (Integer64): 0
- In Next Feature Id (Integer64): 0
- Out Return Value (EOrreryTerrainLoadResult): not connected
- Header
#include "OrreryTerrainSubsystem.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrain");in your module’s Build.cs.- Stability
- Stable: changes within a major version only add.
- Thread
- Every member function is game thread unless it says otherwise. (the rule of UOrreryTerrainSubsystem)
- Blueprint
- Load Replica Snapshot, in Orrery › Terrain › Net
Description
SculptDigest and NextFeatureId are the authority's then (a checkpoint compares them); a save does not carry burnt feature ids, so the replica adopts NextFeatureId.
Save bytes hold no open stroke, so take them where no stroke is open: a record of a stroke open at S would fault the replica. The built-in link joins through the join stream instead, which carries the open strokes.
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Bytes | const TArray< | — | — |
Seq | int64 | — | — |
SculptDigest | int64 | — | — |
NextFeatureId | int64 | — | — |
Returns
Ok, or why nothing changed; Refused on the authority.