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.