[UE4]属性同步UPROPERTY replicated:GetLifetimeReplicatedProps和DOREPLIFETIME用法

本文介绍了UE4中属性同步的基本原理,包括在演员类头文件中使用'replicated'关键字标记UPROPERTY,在实现中添加GetLifetimeReplicatedProps函数,并在构造函数中设置bReplicates标志。还探讨了条件属性复制,如DOREPLIFETIME_CONDITION宏,用于控制更细粒度的复制条件,如COND_SimulatedOnly、COND_OwnerOnly等,以节省带宽并优化性能。

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注意,DOREPLIFETIME需要头文件: Net/UnrealNetwork.h

 

NETWORK TIPS AND TRICKS

https://www.unrealengine.com/blog/network-tips-and-tricks

 

BASIC PROPERTY REPLICATION

I wanted to talk about a few tips that are good to know about when dealing with replicated properties in native code.

The full explanation of how to replicate a property is somewhat out of the scope of this article, but I can quickly go over the basics here.

To replicate a property you need to do a few things:

In the header of the actor class where the property is defined, you need to make sure you have the ‘replicated’ keyword as one of the parameters to the UPROPERTY declaration:

class ENGINE_API AActor : public UObject
{
	UPROPERTY( replicated )
	AActor * Owner;
};

 

In the implementation of the actor class, you need to implement the GetLifetimeReplicatedProps function:


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