コード例 #1
0
void UActorComponent::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
	UBlueprintGeneratedClass* BPClass = Cast<UBlueprintGeneratedClass>(GetClass());
	if (BPClass != NULL)
	{
		BPClass->GetLifetimeBlueprintReplicationList(OutLifetimeProps);
	}

	DOREPLIFETIME( UActorComponent, bIsActive );
	DOREPLIFETIME( UActorComponent, bReplicates );
}
コード例 #2
0
ファイル: ActorReplication.cpp プロジェクト: johndpope/UE4
void AActor::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
	UBlueprintGeneratedClass* BPClass = Cast<UBlueprintGeneratedClass>(GetClass());
	if (BPClass != NULL)
	{
		BPClass->GetLifetimeBlueprintReplicationList(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 );
}