void UActorComponent::SetIsReplicated(bool ShouldReplicate) { check(GetComponentClassCanReplicate()); // Only certain component classes can replicate! bReplicates = ShouldReplicate; if (AActor* MyOwner = GetOwner()) { MyOwner->UpdateReplicatedComponent( this ); } }
void UActorComponent::SetIsReplicated(bool ShouldReplicate) { check(GetComponentClassCanReplicate()); // Only certain component classes can replicate! bReplicates = ShouldReplicate; if (ShouldReplicate) { AActor* Owner = GetOwner(); if (Owner) { Owner->ReplicatedComponents.AddUnique( this ); } } }