RealDocs

AActor::GetLifetimeReplicatedProps

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: virtualoverride

Description

Override this in any actor subclass that has UPROPERTY members marked with Replicated or ReplicatedUsing to register those properties with the replication system.

Caveats & Gotchas

  • Always call `Super::GetLifetimeReplicatedProps(OutLifetimeProps)` first. Omitting the Super call silently drops all parent-class replicated properties, causing hard-to-diagnose desync.
  • Use `DOREPLIFETIME(AMyActor, MyProperty)` for unconditional replication, or `DOREPLIFETIME_CONDITION` for conditional variants (e.g. `COND_OwnerOnly`). Using the raw `OutLifetimeProps.Add()` API is error-prone.
  • This function is called once at registration time, not every frame. Changing conditions at runtime requires custom condition state via `GetReplicatedCustomConditionState`.

Signature

ENGINE_API virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;

Parameters

Name Type Description Default
OutLifetimeProps TArray<FLifetimeProperty>& Array to populate with the properties that should be replicated and their replication conditions.

Return Type

void

Example

Register replicated properties C++
#include "Net/UnrealNetwork.h"

void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
	DOREPLIFETIME(AMyActor, Health);
	DOREPLIFETIME_CONDITION(AMyActor, ShieldAmount, COND_OwnerOnly);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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