* Added NoResetNoValidate constructor to TBitArray : used to construct a bit array with uninitialized memory.
* FReplicationPrioritization will only update dirty and relevant objects instead of all dirty objects
#rb Peter.Engstorm
#rnx
[CL 25651533 by louisphilippe seguin in ue5-main branch]
* Added InitAndCopy functions on FNetBitArray. Used to quickly construct a bit array from an existing source (either bitarray or bitarrayview)
* Added Set functions. Used to overwrite the bitarray with the word operations of two other arrays.
#rb Peter.Engstorm
[CL 25380553 by louisphilippe seguin in ue5-main branch]
* Added FNetContext for user code to tell if inside a real network RPC or not
* Added support to FNetContext::IsInsideNetRPC in both Iris and legacy
#jira UE-184563
#rb Brian.Bekich, Lukasz Furman
#rnx
[CL 25340497 by louisphilippe seguin in ue5-main branch]
- Fixed bug where we did not immediately resend lost state for properties utilizing multiple changemask bits (arrays) until next time root property bit was modfied.
- Added testcase to catch this.
#rb Peter.Engstrom
#preflight 64512e821c2846595cb25a60
[CL 25314687 by mattias hornlund in ue5-main branch]
* Fix CombineMultiple when using two different WordOp functions
* Properly initialize FInternalNetRefIndex
#rb trivial
#rnx
[CL 25126379 by louisphilippe seguin in ue5-main branch]
* Added IsBitSet
* Added CombineMultiple to run bit operations on two const bitarrays in 1 loop
* Added ToString that prints how many set bits the array currently has. Slightly expensive do not abuse with active logs.
* Added FNetBitArrayPrinter utility functions
#rb Peter.Engstorm, Mattias.Hornlund
[CL 25087720 by louisphilippe seguin in ue5-main branch]
COND_Dynamic allows for a property to decide its actual replication condition after instantiation of the actor/component rather than be the same for all instances. The condition can be changed using the macros DOREPDYNAMICCONDITION_INITCONDITION_FAST, when used in the object's GetReplicatedCustomConditionState implementation, or DOREPDYNAMICCONDITION_SETCONDITION_FAST in any other place where it's appropriate to change the condition. If the condition is never modified, thus remaining COND_Dynamic, the property will always replicate when changed. It's possible to use the DOREPCUSTOMCONDITION_ macros too on properties with this condition.
#jira UE-122444
#preflight 63eb3ca1923476b686190e5a
#rb louisphilippe.seguin, ryan.gerleve, mattias.hornlund, brian.bekich
[CL 24307287 by peter engstrom in ue5-main branch]
- Fixed issue with missing detection of items being marked dirty
#rb Peter.Engstrom, LouisPhilippe.Seguin
#preflight 63ecbb14e92f139c51f92523
[CL 24251446 by mattias hornlund in ue5-main branch]