//Place all variables that should be replicated in here void AFPSGCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFPSGCharacter, movementDirection); DOREPLIFETIME(AFPSGCharacter, dieCallback); DOREPLIFETIME_CONDITION(AFPSGCharacter, currentWeapon, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AFPSGCharacter, weaponInventory, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AFPSGCharacter, currentHealth, COND_OwnerOnly); }
void AShooterPlayerController::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const { Super::GetLifetimeReplicatedProps( OutLifetimeProps ); DOREPLIFETIME_CONDITION( AShooterPlayerController, bInfiniteAmmo, COND_OwnerOnly ); DOREPLIFETIME_CONDITION( AShooterPlayerController, bInfiniteClip, COND_OwnerOnly ); }
void ANTPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(ANTPlayerController, MaxPredictionPing, COND_OwnerOnly); DOREPLIFETIME_CONDITION(ANTPlayerController, PredictionFudgeFactor, COND_OwnerOnly); }
//Replicate variables void ABaseCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps)const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(ABaseCharacter, bFireButtonDown, COND_SkipOwner); DOREPLIFETIME_CONDITION(ABaseCharacter, bIsSprinting, COND_SkipOwner); DOREPLIFETIME_CONDITION(ABaseCharacter, bIsAimingDownSights, COND_SkipOwner); }
void UGASAbility::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(UGASAbility, AbilityCastingStarted, COND_SkipOwner); DOREPLIFETIME_CONDITION(UGASAbility, AbilityCastingEnded, COND_SkipOwner); DOREPLIFETIME_CONDITION(UGASAbility, HitLocation, COND_SkipOwner); }
//Place all variables that should be replicated in here void AFPSGWeapon::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(AFPSGWeapon, currentAmmunition, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AFPSGWeapon, myOwner, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AFPSGWeapon, fireCounter, COND_SkipOwner); }
void ACharacter::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const { Super::GetLifetimeReplicatedProps( OutLifetimeProps ); DOREPLIFETIME_CONDITION( ACharacter, RepRootMotion, COND_SimulatedOnly ); DOREPLIFETIME_CONDITION( ACharacter, ReplicatedBasedMovement, COND_SimulatedOnly ); DOREPLIFETIME_CONDITION( ACharacter, ReplicatedMovementMode, COND_SimulatedOnly ); DOREPLIFETIME_CONDITION( ACharacter, bIsCrouched, COND_SimulatedOnly ); }
//Place all variables that should be replicated in here void AFPSGPlayerController::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(AFPSGPlayerController, dieCallback, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AFPSGPlayerController, spawnCallback, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AFPSGPlayerController, postLoginFinished, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AFPSGPlayerController, postMatchEndFinished, COND_OwnerOnly); DOREPLIFETIME(AFPSGPlayerController, respawnTime); }
void AGWWeaponRanged::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(AGWWeaponRanged, RemainingMagazineAmmo, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AGWWeaponRanged, RemaningAmmo, COND_OwnerOnly); DOREPLIFETIME(AGWWeaponRanged, ReloadEndCount); DOREPLIFETIME(AGWWeaponRanged, ReloadBeginCount); }
void UGISInventoryBaseComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(UGISInventoryBaseComponent, Tabs, COND_OwnerOnly); DOREPLIFETIME_CONDITION(UGISInventoryBaseComponent, SlotUpdateInfo, COND_OwnerOnly); DOREPLIFETIME_CONDITION(UGISInventoryBaseComponent, SlotSwapInfo, COND_OwnerOnly); DOREPLIFETIME_CONDITION(UGISInventoryBaseComponent, CurrentPickupActor, COND_OwnerOnly); DOREPLIFETIME_CONDITION(UGISInventoryBaseComponent, LootedItems, COND_OwnerOnly); }
void AGameplayDebuggingReplicator::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) DOREPLIFETIME_CONDITION(AGameplayDebuggingReplicator, DebugComponent, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AGameplayDebuggingReplicator, LocalPlayerOwner, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AGameplayDebuggingReplicator, bIsGlobalInWorld, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AGameplayDebuggingReplicator, LastSelectedActorToDebug, COND_OwnerOnly); #endif }
void AGameplayDebuggerReplicator::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); #if ENABLED_GAMEPLAY_DEBUGGER DOREPLIFETIME_CONDITION(AGameplayDebuggerReplicator, LocalPlayerOwner, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AGameplayDebuggerReplicator, LastSelectedActorToDebug, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AGameplayDebuggerReplicator, ReplicatedObjects, COND_OwnerOnly); DOREPLIFETIME_CONDITION(AGameplayDebuggerReplicator, Categories, COND_OwnerOnly); #endif }
void ASWeapon::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ASWeapon, MyPawn); DOREPLIFETIME_CONDITION(ASWeapon, CurrentAmmo, COND_OwnerOnly); DOREPLIFETIME_CONDITION(ASWeapon, CurrentAmmoInClip, COND_OwnerOnly); DOREPLIFETIME_CONDITION(ASWeapon, BurstCounter, COND_SkipOwner); DOREPLIFETIME_CONDITION(ASWeapon, bPendingReload, COND_SkipOwner); }
void AGameState::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const { Super::GetLifetimeReplicatedProps( OutLifetimeProps ); DOREPLIFETIME( AGameState, bMatchHasBegun ); DOREPLIFETIME( AGameState, bMatchIsOver ); DOREPLIFETIME( AGameState, SpectatorClass ); DOREPLIFETIME_CONDITION( AGameState, GameModeClass, COND_InitialOnly ); DOREPLIFETIME_CONDITION( AGameState, ElapsedTime, COND_InitialOnly ); }
void AGameState::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const { Super::GetLifetimeReplicatedProps( OutLifetimeProps ); DOREPLIFETIME( AGameState, MatchState ); DOREPLIFETIME( AGameState, SpectatorClass ); DOREPLIFETIME_CONDITION( AGameState, GameModeClass, COND_InitialOnly ); DOREPLIFETIME_CONDITION( AGameState, ElapsedTime, COND_InitialOnly ); DOREPLIFETIME( AGameState, ReplicatedWorldTimeSeconds ); }
void AMatineeActor::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const { Super::GetLifetimeReplicatedProps( OutLifetimeProps ); DOREPLIFETIME_CONDITION( AMatineeActor, MatineeData, COND_InitialOnly ); DOREPLIFETIME_CONDITION( AMatineeActor, GroupActorInfos, COND_InitialOnly ); DOREPLIFETIME( AMatineeActor, bIsPlaying ); DOREPLIFETIME( AMatineeActor, bLooping ); DOREPLIFETIME( AMatineeActor, bReversePlayback ); DOREPLIFETIME( AMatineeActor, bPaused ); DOREPLIFETIME( AMatineeActor, PlayRate ); DOREPLIFETIME( AMatineeActor, InterpPosition ); }
void ASWeapon::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ASWeapon, MyPawn); DOREPLIFETIME_CONDITION(ASWeapon, BurstCounter, COND_SkipOwner); }
void UARAbilityComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UARAbilityComponent, ActionBarOne); DOREPLIFETIME_CONDITION(UARAbilityComponent, ActionBars, COND_OwnerOnly); }
void ANimModCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); // only to local owner: weapon change requests are locally instigated, other clients don't need it DOREPLIFETIME_CONDITION(ANimModCharacter, Inventory, COND_OwnerOnly); // everyone except local owner: flag change is locally instigated DOREPLIFETIME_CONDITION(ANimModCharacter, bIsTargeting, COND_SkipOwner); DOREPLIFETIME_CONDITION(ANimModCharacter, bWantsToRun, COND_SkipOwner); DOREPLIFETIME_CONDITION(ANimModCharacter, LastTakeHitInfo, COND_Custom); // everyone DOREPLIFETIME(ANimModCharacter, CurrentWeapon); DOREPLIFETIME(ANimModCharacter, Health); }
void APawn::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const { Super::GetLifetimeReplicatedProps( OutLifetimeProps ); DOREPLIFETIME( APawn, PlayerState ); DOREPLIFETIME( APawn, Controller ); DOREPLIFETIME_CONDITION( APawn, RemoteViewPitch, COND_SkipOwner ); }
void UARAttributeBaseComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UARAttributeBaseComponent, ActivePeriodicEffects); DOREPLIFETIME(UARAttributeBaseComponent, ActiveEffects); DOREPLIFETIME(UARAttributeBaseComponent, ModifiedAttribute); DOREPLIFETIME_CONDITION(UARAttributeBaseComponent, ChangedAttribute, COND_OwnerOnly); }
void ALobbyBeaconPlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ALobbyBeaconPlayerState, DisplayName); DOREPLIFETIME(ALobbyBeaconPlayerState, UniqueId); DOREPLIFETIME(ALobbyBeaconPlayerState, PartyOwnerUniqueId); DOREPLIFETIME(ALobbyBeaconPlayerState, bInLobby); DOREPLIFETIME_CONDITION(ALobbyBeaconPlayerState, ClientActor, COND_OwnerOnly); }
void APlayerState::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const { Super::GetLifetimeReplicatedProps( OutLifetimeProps ); DOREPLIFETIME( APlayerState, Score ); DOREPLIFETIME( APlayerState, PlayerName ); DOREPLIFETIME( APlayerState, bIsSpectator ); DOREPLIFETIME( APlayerState, bOnlySpectator ); DOREPLIFETIME( APlayerState, bFromPreviousLevel ); DOREPLIFETIME( APlayerState, StartTime ); DOREPLIFETIME_CONDITION( APlayerState, Ping, COND_SkipOwner ); DOREPLIFETIME_CONDITION( APlayerState, PlayerId, COND_InitialOnly ); DOREPLIFETIME_CONDITION( APlayerState, bIsABot, COND_InitialOnly ); DOREPLIFETIME_CONDITION( APlayerState, bIsInactive, COND_InitialOnly ); DOREPLIFETIME_CONDITION( APlayerState, UniqueId, COND_InitialOnly ); }
void AShooterCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME_CONDITION(AShooterCharacter, bIsJumping, COND_SkipOwner); DOREPLIFETIME(AShooterCharacter, Health); DOREPLIFETIME(AShooterCharacter, LastTakeHitInfo); DOREPLIFETIME(AShooterCharacter, CurrentWeapon); DOREPLIFETIME(AShooterCharacter, Inventory); }
void ASCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); // Value is already updated locally, skip in replication step DOREPLIFETIME_CONDITION(ASCharacter, bWantsToRun, COND_SkipOwner); DOREPLIFETIME_CONDITION(ASCharacter, bIsTargeting, COND_SkipOwner); DOREPLIFETIME_CONDITION(ASCharacter, bIsJumping, COND_SkipOwner); // Replicate to every client, no special condition required DOREPLIFETIME(ASCharacter, Health); DOREPLIFETIME(ASCharacter, Hunger); DOREPLIFETIME(ASCharacter, LastTakeHitInfo); DOREPLIFETIME(ASCharacter, CurrentWeapon); DOREPLIFETIME(ASCharacter, Inventory); /* If we did not display the current inventory on the player mesh we could optimize replication by using this replication condition. */ /* DOREPLIFETIME_CONDITION(ASCharacter, Inventory, COND_OwnerOnly);*/ }
void UAREquipmentComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UAREquipmentComponent, TargetCharacter); DOREPLIFETIME(UAREquipmentComponent, TargetController); DOREPLIFETIME_CONDITION(UAREquipmentComponent, Inventory, COND_OwnerOnly); DOREPLIFETIME(UAREquipmentComponent, ActiveLeftHandWeapon); DOREPLIFETIME(UAREquipmentComponent, ActiveRightHandWeapon); DOREPLIFETIME_CONDITION(UAREquipmentComponent, EquipmentSlots, COND_OwnerOnly); DOREPLIFETIME(UAREquipmentComponent, ChestItem); /* This shit is very heavy, but... For 8 players coop, who cares ? */ DOREPLIFETIME(UAREquipmentComponent, LeftHandWeapons); DOREPLIFETIME(UAREquipmentComponent, RightHandWeapons); }
//============================================================================= void UGripMotionControllerComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const { // I am skipping the Scene and Primitive component replication here // Generally components aren't set to replicate anyway and I need it to NOT pass the Relative position through the network // There isn't much in the scene component to replicate anyway and primitive doesn't have ANY replicated variables // Super::GetLifetimeReplicatedProps(OutLifetimeProps); // Skipping the owner with this as the owner will use the controllers location directly DOREPLIFETIME_CONDITION(UGripMotionControllerComponent, ReplicatedControllerTransform, COND_SkipOwner); DOREPLIFETIME(UGripMotionControllerComponent, GrippedActors); DOREPLIFETIME(UGripMotionControllerComponent, ControllerNetUpdateRate); // DOREPLIFETIME(UGripMotionControllerComponent, bReplicateControllerTransform); }
void UAREquipmentComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UAREquipmentComponent, TargetCharacter); DOREPLIFETIME(UAREquipmentComponent, TargetController); //DOREPLIFETIME(UAREquipmentComponent, IsInventoryChanged); DOREPLIFETIME_CONDITION(UAREquipmentComponent, Inventory, COND_OwnerOnly); //DOREPLIFETIME(UAREquipmentComponent, InventoryData); DOREPLIFETIME(UAREquipmentComponent, ActiveLeftHandWeapon); DOREPLIFETIME(UAREquipmentComponent, ActiveRightHandWeapon); DOREPLIFETIME(UAREquipmentComponent, ChestItem); }
void AActor::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const { GetLifetimeBlueprintReplicationList( this, Cast< UBlueprintGeneratedClass >( GetClass() ), OutLifetimeProps ); DOREPLIFETIME( AActor, Role ); DOREPLIFETIME( AActor, RemoteRole ); DOREPLIFETIME( AActor, Owner ); DOREPLIFETIME( AActor, bHidden ); DOREPLIFETIME( AActor, bTearOff ); DOREPLIFETIME( AActor, bCanBeDamaged ); DOREPLIFETIME( AActor, AttachmentReplication ); DOREPLIFETIME( AActor, Instigator ); DOREPLIFETIME_CONDITION( AActor, ReplicatedMovement, COND_SimulatedOrPhysics ); }
void UAbilityTask_ApplyRootMotionMoveToActorForce::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const { DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, ForceName); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, StartLocation); DOREPLIFETIME_CONDITION(UAbilityTask_ApplyRootMotionMoveToActorForce, TargetLocation, COND_SimulatedOnly); // Autonomous and server calculate target location independently DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, TargetActor); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, TargetLocationOffset); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, OffsetAlignment); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, Duration); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, bDisableDestinationReachedInterrupt); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, TargetLerpSpeedHorizontalCurve); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, TargetLerpSpeedVerticalCurve); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, bSetNewMovementMode); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, NewMovementMode); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, bRestrictSpeedToExpected); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, PathOffsetCurve); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, VelocityOnFinishMode); DOREPLIFETIME(UAbilityTask_ApplyRootMotionMoveToActorForce, SetVelocityOnFinish); }