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Misc Brain Dump#

Manage ParticleSpawning:

class AParticleEventManager : public AActor
FString ParticleEventManagerClassPath;

struct CORE_API FNetworkVersion

INetworkPredictionInterface\* **NetworkPredictionInterface** = Cast<INetworkPredictionInterface>(**PawnMovement**);

bNetLoadOnClient : If true the Actor will load from a level file on a network client. This should be set to true for Actors you place in a map that you want to exist on a client (typically most Actors want this).

Reference From

IsNetStartupActor(): Returns true if this is a replicated actor that was placed in the map

Useful Functions#

Helper Functions#

FHttpModule/IHttpRequest/IHttpResponse: Wrapper to easily make http requests

// Add a new actor for replication programmatically
SetReplicates(bool bInReplicates)
    if (Role == ROLE_Authority)
        if (bReplicates == false && bInReplicates == true)
            if (UWorld* MyWorld = GetWorld())       // GetWorld will return nullptr on CDO, FYI

        RemoteRole = (bInReplicates ? ROLE_SimulatedProxy : ROLE_None);
        bReplicates = bInReplicates;
        UE_LOG(LogActor, Warning, TEXT("SetReplicates called on actor '%s' that is not valid for having its role modified."), *GetName());


JSON documentation:

/** Class that handles converting Json objects to and from UStructs */
class JSONUTILITIES_API FJsonObjectConverter

 * Base class for a JSON serializable object. Derive from this to make your object serializable
struct FJsonSerializable

// FJsonSerializable
  JSON_SERIALIZE( "AppName",		AppName );
  JSON_SERIALIZE( "SessionName",	SessionName );
  JSON_SERIALIZE( "FriendlyName",	FriendlyName );
  JSON_SERIALIZE( "Timestamp",		Timestamp );
  JSON_SERIALIZE( "SizeInBytes",	SizeInBytes );
  JSON_SERIALIZE( "DemoTimeInMs",	DemoTimeInMs );
  JSON_SERIALIZE( "NumViewers",	NumViewers );
  JSON_SERIALIZE( "bIsLive",		bIsLive );
  JSON_SERIALIZE( "Changelist",	Changelist );
  JSON_SERIALIZE( "shouldKeep",	bShouldKeep );