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15 results for "lifetime" in function

function
AActor::GetLifetimeReplicatedProps Engine

Override this in any actor subclass that has UPROPERTY members marked with Replicated or ReplicatedUsing to register those properties with the replication system.

function
ACharacter::GetLifetimeReplicatedProps Engine

Registers which properties are replicated to remote machines and under what conditions.

function
AGameStateBase::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members are replicated and under what conditions.

function
APawn::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps.

function
APlayerState::GetLifetimeReplicatedProps Engine

Registers which properties are replicated and their replication conditions.

function
UActorComponent::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members should be replicated and under what conditions.

function
AActor::AllowActorComponentToReplicate Engine

Override to control whether a component that wants to replicate is actually allowed to, and to which connections.

function
AActor::GetReplicateMovementPropertyName Engine

Returns the FName of the bReplicateMovement property on AActor, intended for use in lifetime property registration without requiring direct access to the private member.

function
UActorComponent::GetReplicationCondition Engine

Returns the lifetime condition that controls which connections receive this component's replication data.

function
AActor::IsChildActor Engine

Returns true if this actor was spawned and is owned by a `UChildActorComponent`.

function
UActorComponent::OnComponentDestroyed Engine

Called just before the component is destroyed.

function
AActor::PreReplication Engine

Called on the server (and autonomous proxy during client replays) immediately before replication occurs.

function
UActorComponent::PreReplication Engine

Called by the replication system immediately before this component's properties are replicated.

function
AActor::SetReplicatedComponentNetCondition Engine

Changes the network lifetime condition of an already-registered replicated component at runtime, after BeginPlay.

function
UAnimInstance::SnapshotPose Engine

Captures the current evaluated pose into an FPoseSnapshot struct for external use.