AActor::GetReplicatedCustomConditionState
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualoverride
Description
Called once when this actor begins replicating to initialize the active state of properties registered with `COND_Custom`. Override to set initial per-property condition flags.
Caveats & Gotchas
- • This is called only at replication start, not continuously. To change a property's condition at runtime, call `SetReplicatedPropertyCondition` on the actor rather than modifying state here.
- • Always call `Super::GetReplicatedCustomConditionState(OutActiveState)` to avoid dropping parent class conditions.
- • Only relevant for properties declared with `DOREPLIFETIME_CONDITION(MyClass, MyProp, COND_Custom)`. Properties with other conditions ignore this call entirely.
Signature
ENGINE_API virtual void GetReplicatedCustomConditionState(FCustomPropertyConditionState& OutActiveState) const override; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OutActiveState | FCustomPropertyConditionState& | State object to populate with initial active/inactive flags for each custom-condition property. | — |
Return Type
void Example
Initialize a custom condition to disabled C++
void AMyActor::GetReplicatedCustomConditionState(FCustomPropertyConditionState& OutActiveState) const
{
Super::GetReplicatedCustomConditionState(OutActiveState);
// SecretData starts inactive — only enabled for spectators later
OUTACTIVE_STATE_NAMED_FUNC(AMyActor, SecretData, false);
} See Also
Tags
Version History
Introduced in: 5.1
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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