UActorComponent::GetLifetimeReplicatedProps
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtualoverride
Description
Registers which UPROPERTY members should be replicated and under what conditions. Override this and use DOREPLIFETIME macros to declare replicated properties.
Caveats & Gotchas
- • Always call Super::GetLifetimeReplicatedProps(OutLifetimeProps) first so the base class registers its own replicated properties (e.g. bIsActive).
- • Properties added here are only actually replicated if the component itself has bReplicates = true and the owning actor replicates.
- • Conditional replication rules (DOREPLIFETIME_CONDITION) are evaluated on the server; misusing conditions can lead to clients receiving stale values.
Signature
ENGINE_API virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OutLifetimeProps | TArray<FLifetimeProperty>& | Output array to which lifetime replication descriptors are appended. | — |
Return Type
void Example
Replicating a custom property C++
#include "Net/UnrealNetwork.h"
void UMyComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UMyComponent, Health);
DOREPLIFETIME_CONDITION(UMyComponent, ShieldValue, COND_OwnerOnly);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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