APawn::GetLifetimeReplicatedProps
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverride
Description
Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps. APawn uses this to replicate Controller, PlayerState, and RemoteViewPitch.
Caveats & Gotchas
- • Always call Super::GetLifetimeReplicatedProps(OutLifetimeProps) first in overrides — omitting it prevents the base class properties (Controller, PlayerState) from replicating, which breaks possession and HUD.
- • Properties added here must be declared with UPROPERTY(Replicated) or UPROPERTY(ReplicatedUsing=...) in the header; adding a property here without the UPROPERTY macro causes an ensure/crash in debug builds.
- • Condition flags like COND_OwnerOnly or COND_SkipOwner significantly affect bandwidth — pick the most restrictive condition appropriate for each property.
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
Replicate a custom property in an APawn subclass C++
void AMyPawn::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyPawn, Health);
DOREPLIFETIME_CONDITION(AMyPawn, AmmoCount, COND_OwnerOnly);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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