void AOpenBarrierConsole::GetLifetimeReplicatedProps(TArray<FLifetimeProperty> & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); // Replicate to everyone DOREPLIFETIME(AOpenBarrierConsole, OpeningCode); DOREPLIFETIME(AOpenBarrierConsole, Displayer); }
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); }
void AGISPickupActor::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AGISPickupActor, ItemToLoot); DOREPLIFETIME(AGISPickupActor, bIsCurrentlyBeingLooted); }
void AProjectile::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AProjectile, homingTarget); DOREPLIFETIME(AProjectile, hitSound); }
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); }
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); }
void ASyncedMapPhysicsEntity::GetLifetimeReplicatedProps(TArray<FLifetimeProperty, FDefaultAllocator> & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredPos); DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredRot); }
// Replication of data void ARadePlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ARadePlayerState, DeathCount); DOREPLIFETIME(ARadePlayerState, KillCount); DOREPLIFETIME(ARadePlayerState, PlayerColor); }
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); }
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); }
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); }
void ALPlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ALPlayerState, TeamNumber); DOREPLIFETIME(ALPlayerState, NumKills); DOREPLIFETIME(ALPlayerState, NumDeaths); }
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); }
void AUModCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty, FDefaultAllocator> & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AUModCharacter, weapons); DOREPLIFETIME(AUModCharacter, curWeapon); DOREPLIFETIME(AUModCharacter, playerHealth); }
void AAPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AAPlayerState, NumPlayerKills); DOREPLIFETIME(AAPlayerState, NumBotKills); DOREPLIFETIME(AAPlayerState, NumDeaths); }