void UActorComponent::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const { UBlueprintGeneratedClass* BPClass = Cast<UBlueprintGeneratedClass>(GetClass()); if (BPClass != NULL) { BPClass->GetLifetimeBlueprintReplicationList(OutLifetimeProps); } DOREPLIFETIME( UActorComponent, bIsActive ); DOREPLIFETIME( UActorComponent, bReplicates ); }
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 ); }