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97 lines
1.6 KiB
C++
97 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "UObject/ObjectMacros.h"
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#include "StructUtils/InstancedStruct.h"
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#include "Tests/ReplicationSystem/ReplicatedTestObject.h"
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#include "TestInstancedStructNetSerializer.generated.h"
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USTRUCT()
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struct FTestInstancedStruct
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{
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GENERATED_BODY()
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UPROPERTY()
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FInstancedStruct InstancedStruct;
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};
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USTRUCT()
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struct FTestInstancedStructArray
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{
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GENERATED_BODY()
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UPROPERTY()
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TArray<FInstancedStruct> InstancedStructArray;
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};
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USTRUCT()
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struct FStructForInstancedStructTestA
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{
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GENERATED_BODY()
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UPROPERTY()
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uint16 SomeUint16 = 0;
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};
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USTRUCT()
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struct FStructForInstancedStructTestB
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{
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GENERATED_BODY()
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UPROPERTY()
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float SomeFloat = 0.0f;
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};
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USTRUCT()
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struct FStructForInstancedStructTestC
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{
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GENERATED_BODY()
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UPROPERTY()
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bool SomeBool = false;
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};
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USTRUCT()
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struct FStructForInstancedStructTestD
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{
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GENERATED_BODY()
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// Intentionally has no properties
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};
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USTRUCT()
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struct FStructForInstancedStructTestWithArray
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{
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GENERATED_BODY()
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UPROPERTY()
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TArray<FStructForInstancedStructTestB> ArrayOfTestB;
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};
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USTRUCT()
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struct FStructForInstancedStructTestWithObjectReference
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{
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GENERATED_BODY()
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UPROPERTY();
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TObjectPtr<UObject> SomeObject = nullptr;
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};
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UCLASS()
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class UInstancedStructNetSerializerTestObject : public UReplicatedTestObject
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{
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GENERATED_BODY()
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protected:
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virtual void RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Fragments, UE::Net::EFragmentRegistrationFlags RegistrationFlags) override;
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public:
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UPROPERTY(Replicated, Transient)
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FInstancedStruct InstancedStruct;
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UPROPERTY(Replicated, Transient)
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TArray<FInstancedStruct> InstancedStructArray;
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};
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