Question about ForceNetUpdateReplicationActorList in LyraReplicationGraph

https://github.com/EpicGames/UnrealEngine/blob/ue5-main/Samples/Games/Lyra/Source/LyraGame/System/LyraReplicationGraph.cpp

void ULyraReplicationGraphNode_PlayerStateFrequencyLimiter::PrepareForReplication()
{
	ReplicationActorLists.Reset();
	ForceNetUpdateReplicationActorList.Reset();

	ReplicationActorLists.AddDefaulted();
	FActorRepListRefView* CurrentList = &ReplicationActorLists[0];

	// We rebuild our lists of player states each frame. This is not as efficient as it could be but its the simplest way
	// to handle players disconnecting and keeping the lists compact. If the lists were persistent we would need to defrag them as players left.

	for (TActorIterator<APlayerState> It(GetWorld()); It; ++It)
	{
		APlayerState* PS = *It;
		if (IsActorValidForReplicationGather(PS) == false)
		{
			continue;
		}

		if (CurrentList->Num() >= TargetActorsPerFrame)
		{
			ReplicationActorLists.AddDefaulted();
			CurrentList = &ReplicationActorLists.Last(); 
		}
		
		CurrentList->Add(PS);
	}	
}
void ULyraReplicationGraphNode_PlayerStateFrequencyLimiter::GatherActorListsForConnection(const FConnectionGatherActorListParameters& Params)
{
	const int32 ListIdx = Params.ReplicationFrameNum % ReplicationActorLists.Num();
	Params.OutGatheredReplicationLists.AddReplicationActorList(ReplicationActorLists[ListIdx]);

	if (ForceNetUpdateReplicationActorList.Num() > 0)
	{
		Params.OutGatheredReplicationLists.AddReplicationActorList(ForceNetUpdateReplicationActorList);
	}	
}

In LyraGame, this is all usage of ForceNetUpdateReplicationActorList.

I don’t understand LyraReplicationGraph.cpp (919).

ForceNetUpdateReplicationActorList.Num() > 0

I don’t see any code anywhere that increments the ForceNetUpdateReplicationActorList. However, the code is written with the assumption that the number of ForceNetUpdateReplicationActorList will be increased. Is this correct code or am I not understanding it correctly?