网络同步笔记2

Replication 复制模式

Replicated
RepNotify:会创建一个变量改变通知的函数

Actor的复制属性

OnlyRelevantToOwner 只和所有者相关

如果为真,则该角色仅与其所有者相关。如果在播放期间更改此标志,则所有非所有者信道都需要显式关闭。

If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed

AlwaysRelevant

始终与网络相关 覆盖OnlyRelevantToOwner

Always relevant for network (overrides bOnlyRelevantToOwner).

ReplicateMovement

如果是真的,复制移动/位置相关的属性,也必须是演员来复制。

If true, replicate movement/location related properties. Actor must also be set to replicate.

Net Load on Client

加载于地图加载期间

This actor will be loaded on network clients during map load

NetUseOwnerRelevancy

如果Actor有拥有者,调用业主的IsNetRelevantFor,GetNetPriority

If actor has valid Owner, call Owner's IsNetRelevantFor and GetNetPriority

Replicates 复写到远程机器

If true, this actor will replicate to remote machines

NetDormancy

Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.
休眠设置,使演员从复制列表脱身而不被客户端损坏

  • DORM_Never 永不休眠
    This actor can never go network dormant.
  • DORM_Awake 当前醒着,可以关闭
    This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.
  • DORM_DormantAll 休眠 全体
    This actor wants to go fully dormant for all connections.
  • DORM_DormantPartial 休眠部分
    This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.
  • DORM_Initial 初始休眠
    This actor is initially dormant for all connection if it was placed in map.

NetCullDistanceSquared 网络剔除距离平方

最大距离的平方, 从客户视口来看, 这个演员是相关的, 将被复制。

Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated.

NetUpdateFrequency 网络更新频率

How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

MinNetUpdateFrequency 不经常更改时 速率

How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

Net Priority 网络更新优先权

Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

Replicated Movement 移动复制

Velocity Quantization Level 量子化等级,把float后面的小数Round(四舍五入)

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转载自www.cnblogs.com/mattins/p/9476073.html
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