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Night Sky Engine
A fighting game framework made in Unreal Engine
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#include <ReplayInfo.h>


Public Member Functions | |
| UReplaySaveInfo () | |
| Public Member Functions inherited from UNightSkySaveInfo | |
| void | ActorArraySaver (UPARAM(ref) TArray< AActor * > &SaveActors) |
| void | ActorSaver (AActor *SaveActor) |
| void | ActorPreloader (AActor *WorldActor, FObjectRecord &ActorRecord) |
| void | UObjectArraySaver (UPARAM(ref) TArray< UObject * > &SaveObjects) |
| void | UObjectSaver (UObject *SaveObject) |
| void | UObjectsPreloader (AActor *WorldActor) |
| void | UObjectDataLoader () |
| void | SaveData (UObject *Object, TArray< uint8 > &InData) |
| void | LoadData (UObject *Object, UPARAM(ref) TArray< uint8 > &InData) |
Public Attributes | |
| FDateTime | Timestamp |
| FBattleData | BattleData |
| FString | Version |
| int32 | ReplayIndex |
| int32 | LengthInFrames |
| TArray< int32 > | InputsP1 |
| TArray< int32 > | InputsP2 |
| Public Attributes inherited from UNightSkySaveInfo | |
| TArray< uint8 > | Data |
| TArray< FObjectRecord > | ObjectRecords |
| TArray< UObject * > | TempObjects |
| TArray< UObject * > | PersistentOuters |
Definition at line 14 of file ReplayInfo.h.
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inline |
Definition at line 19 of file ReplayInfo.h.
| FBattleData UReplaySaveInfo::BattleData |
Definition at line 31 of file ReplayInfo.h.
| TArray<int32> UReplaySaveInfo::InputsP1 |
Definition at line 39 of file ReplayInfo.h.
| TArray<int32> UReplaySaveInfo::InputsP2 |
Definition at line 41 of file ReplayInfo.h.
| int32 UReplaySaveInfo::LengthInFrames |
Definition at line 37 of file ReplayInfo.h.
| int32 UReplaySaveInfo::ReplayIndex |
Definition at line 35 of file ReplayInfo.h.
| FDateTime UReplaySaveInfo::Timestamp |
Definition at line 29 of file ReplayInfo.h.
| FString UReplaySaveInfo::Version |
Definition at line 33 of file ReplayInfo.h.