RealDocs

ACharacter::GetLifetimeReplicatedProps

function Engine Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: virtualoverrideconst

Description

Registers which properties are replicated to remote machines and under what conditions. ACharacter uses this to replicate movement state, crouch, jump force, and other core character properties.

Caveats & Gotchas

  • Always call Super::GetLifetimeReplicatedProps(OutLifetimeProps) — skipping it disables replication of all base-class properties including BasedMovement and bIsCrouched.
  • Use DOREPLIFETIME_CONDITION to register properties with conditions (e.g. COND_SimulatedOnly) so you don't replicate data to owning clients that compute it locally.

Signature

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

Parameters

Name Type Description Default
OutLifetimeProps TArray<FLifetimeProperty>& Array to append replicated property descriptors to.

Return Type

void

Example

Register a custom replicated property C++
void AMyCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    DOREPLIFETIME(AMyCharacter, Health);
    DOREPLIFETIME_CONDITION(AMyCharacter, AmmoCount, COND_OwnerOnly);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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