Example #1
0
void AOpenBarrierConsole::GetLifetimeReplicatedProps(TArray<FLifetimeProperty> & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	// Replicate to everyone
	DOREPLIFETIME(AOpenBarrierConsole, OpeningCode);
	DOREPLIFETIME(AOpenBarrierConsole, Displayer);
}
Example #2
0
void AItemPickup::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AItemPickup, Mesh);
	DOREPLIFETIME(AItemPickup, SkeletalMesh);
}
void UARAttributeBaseComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UARAttributeBaseComponent, ActivePeriodicEffects);
	DOREPLIFETIME(UARAttributeBaseComponent, ModifiedAttribute);
}
void UGSItemWeaponInfo::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UGSItemWeaponInfo, CurrentHand);
	DOREPLIFETIME(UGSItemWeaponInfo, LastAttachedSocket);
}
void UAbilityTask_MoveToLocation::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	DOREPLIFETIME(UAbilityTask_MoveToLocation, StartLocation);
	DOREPLIFETIME(UAbilityTask_MoveToLocation, TargetLocation);
	DOREPLIFETIME(UAbilityTask_MoveToLocation, DurationOfMovement);
	DOREPLIFETIME(UAbilityTask_MoveToLocation, LerpCurve);
}
Example #6
0
void AGISPickupActor::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AGISPickupActor, ItemToLoot);
	DOREPLIFETIME(AGISPickupActor, bIsCurrentlyBeingLooted);
}
Example #7
0
void AProjectile::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AProjectile, homingTarget);
	DOREPLIFETIME(AProjectile, hitSound);
}
Example #8
0
void UInventory::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(UInventory, Items);
	DOREPLIFETIME(UInventory, TotalWeight);
	DOREPLIFETIME(UInventory, ThePlayer);
}
void ASBombActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ASBombActor, bIsFuzeActive);
	DOREPLIFETIME(ASBombActor, bExploded);
}
void UGSItemWeaponRangedInfo::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UGSItemWeaponRangedInfo, RangedWeaponClass);
	DOREPLIFETIME(UGSItemWeaponRangedInfo, RangedWeapon);
}
void AProjectileSpell::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AProjectileSpell, GeometryComponent);
	DOREPLIFETIME(AProjectileSpell, DestroyOnValidCollision);
}
void AMainGameState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AMainGameState, GameStartCountdown);
	DOREPLIFETIME(AMainGameState, ConnectedPlayersArray);
}
Example #13
0
void UARBeamCue::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UARBeamCue, HitInfo);
	DOREPLIFETIME(UARBeamCue, IsFiring);
}
void ASGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ASGameState, ElapsedGameMinutes);
	DOREPLIFETIME(ASGameState, bIsNight);
}
Example #15
0
void ASyncedMapPhysicsEntity::GetLifetimeReplicatedProps(TArray<FLifetimeProperty, FDefaultAllocator> & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredPos);
	DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredRot);
}
Example #16
0
// Replication of data
void ARadePlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(ARadePlayerState, DeathCount);
	DOREPLIFETIME(ARadePlayerState, KillCount);
	DOREPLIFETIME(ARadePlayerState, PlayerColor);
}
Example #17
0
void AShooterPickup::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
	Super::GetLifetimeReplicatedProps( OutLifetimeProps );

	DOREPLIFETIME( AShooterPickup, bIsActive );
	DOREPLIFETIME( AShooterPickup, PickedUpBy );
}
void AFlySkillActor::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(AFlySkillActor, TargetLocation);
	DOREPLIFETIME(AFlySkillActor, TargetActor);
	DOREPLIFETIME(AFlySkillActor, TeamId);
}
Example #19
0
void AController::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
	Super::GetLifetimeReplicatedProps( OutLifetimeProps );

	DOREPLIFETIME( AController, PlayerState );
	DOREPLIFETIME( AController, Pawn );
}
void AMagicBattleSoccerWeapon::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AMagicBattleSoccerWeapon, MyPawn);
	DOREPLIFETIME(AMagicBattleSoccerWeapon, ServerState);
}
void AZombieShooterCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	// Replicate to everyone
	DOREPLIFETIME(AZombieShooterCharacter, Rotation);
	DOREPLIFETIME(AZombieShooterCharacter, Projectile);
}
void UARActionStateComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(UARActionStateComponent, IsCasting);
	DOREPLIFETIME(UARActionStateComponent, IsRecharing);
	DOREPLIFETIME(UARActionStateComponent, Owner);
}
Example #23
0
void AUTWeaponPawn::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AUTWeaponPawn, MyVehicleWeapon);
	DOREPLIFETIME(AUTWeaponPawn, MyVehicle);
	DOREPLIFETIME(AUTWeaponPawn, MySeatIndex);
}
void AGameplayAbilityTargetActor::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(AGameplayAbilityTargetActor, StartLocation);
	DOREPLIFETIME(AGameplayAbilityTargetActor, SourceActor);
	DOREPLIFETIME(AGameplayAbilityTargetActor, bDebug);
	DOREPLIFETIME(AGameplayAbilityTargetActor, bDestroyOnConfirmation);
}
void ALobbyBeaconState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ALobbyBeaconState, Players);
	DOREPLIFETIME(ALobbyBeaconState, bLobbyStarted);
	DOREPLIFETIME(ALobbyBeaconState, WaitForPlayersTimeRemaining);
}
Example #26
0
void ALPlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ALPlayerState, TeamNumber);
	DOREPLIFETIME(ALPlayerState, NumKills);
	DOREPLIFETIME(ALPlayerState, NumDeaths);
}
Example #27
0
void AFpsPlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
  Super::GetLifetimeReplicatedProps(OutLifetimeProps);

  DOREPLIFETIME(AFpsPlayerState, Team);
  DOREPLIFETIME(AFpsPlayerState, Kills);
  DOREPLIFETIME(AFpsPlayerState, Deaths);
}
void AAREffectPeriodic::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AAREffectPeriodic, IsEffectActive);
	DOREPLIFETIME(AAREffectPeriodic, EffectTarget);
	//DOREPLIFETIME(AAREffectPeriodic, EffectCauser);
}
Example #29
0
void AUModCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty, FDefaultAllocator> & OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);

    DOREPLIFETIME(AUModCharacter, weapons);
    DOREPLIFETIME(AUModCharacter, curWeapon);
    DOREPLIFETIME(AUModCharacter, playerHealth);
}
Example #30
0
void AAPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(AAPlayerState, NumPlayerKills);
	DOREPLIFETIME(AAPlayerState, NumBotKills);
	DOREPLIFETIME(AAPlayerState, NumDeaths);

}