Files
UnrealEngine/Engine/Source/Programs/NetworkPredictionTests/Private/NetPredictionMockPackageMap.h
2025-05-18 13:04:45 +08:00

26 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "UObject/CoreNet.h"
#include "NetPredictionMockPackageMap.generated.h"
// Placeholder package map that ensures if any of its functionality is actually used.
UCLASS(transient)
class UNetPredictionMockPackageMap : public UPackageMap
{
GENERATED_BODY()
public:
virtual bool WriteObject(FArchive & Ar, UObject* InOuter, FNetworkGUID NetGUID, FString ObjName) override;
virtual bool SerializeObject(FArchive& Ar, UClass* InClass, UObject*& Obj, FNetworkGUID *OutNetGUID = NULL) override;
virtual bool SerializeName(FArchive& Ar, FName& InName) override;
virtual UObject* ResolvePathAndAssignNetGUID(const FNetworkGUID& NetGUID, const FString& PathName) override;
virtual bool SerializeNewActor(FArchive & Ar, class UActorChannel * Channel, class AActor *& Actor) override;
virtual UObject* GetObjectFromNetGUID(const FNetworkGUID& NetGUID, const bool bIgnoreMustBeMapped) override;
virtual FNetworkGUID GetNetGUIDFromObject(const UObject* InObject) const override;
virtual void Serialize(FArchive& Ar) override;
static UNetPredictionMockPackageMap* Get();
};