20 results for "lifetime"
Override this in any actor subclass that has UPROPERTY members marked with Replicated or ReplicatedUsing to register those properties with the replication system.
Registers which properties are replicated to remote machines and under what conditions.
Registers which UPROPERTY members are replicated and under what conditions.
Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps.
Registers which properties are replicated and their replication conditions.
Registers which UPROPERTY members should be replicated and under what conditions.
Override to control whether a component that wants to replicate is actually allowed to, and to which connections.
Controls when this pawn automatically spawns and is possessed by an AI controller.
Returns the FName of the bReplicateMovement property on AActor, intended for use in lifetime property registration without requiring direct access to the private member.
Returns the lifetime condition that controls which connections receive this component's replication data.
Returns true if this actor was spawned and is owned by a `UChildActorComponent`.
Called just before the component is destroyed.
Called on the server (and autonomous proxy during client replays) immediately before replication occurs.
Called by the replication system immediately before this component's properties are replicated.
Changes the network lifetime condition of an already-registered replicated component at runtime, after BeginPlay.
The reference-counter handle shared with all TSharedPtr and TSharedRef instances that co-own the same object.
Captures the current evaluated pose into an FPoseSnapshot struct for external use.
Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.
Subsystem base class whose lifetime matches the `UGameInstance`.
Base class for all UE subsystems — auto-instanced singletons that share the lifetime of a specific engine construct (Engine, GameInstance, World, or LocalPlayer).