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{{{#!highlight C++ //////////////////////////// // ThirdPersonMPCharacter.h //////////////////////////// /** The player's current health. When reduced to 0, they are considered dead.*/ UPROPERTY(ReplicatedUsing=OnRep_CurrentHealth) float CurrentHealth; /** RepNotify for changes made to current health.*/ UFUNCTION() void OnRep_CurrentHealth(); /** Property replication */ void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; }}} {{{#!highlight C++ //////////////////////////// // ThirdPersonMPCharacter.cpp //////////////////////////// ////////////////////////////////////////////////////////////////////////// // Replicated Properties void AThirdPersonMPCharacter::GetLifetimeReplicatedProps(TArray <FLifetimeProperty> & OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); //Replicate current health. DOREPLIFETIME(AThirdPersonMPCharacter, CurrentHealth); } }}} |
How to add replication to a base Actor #1
How to take advantage of Movement Components in a network game #2
How to add replication to variables #3
How to use RepNotifies when a variable changes #4
How to use Remote Procedure Calls (RPCs) in C++ #5
How to check an Actor's Network Role in order to filter calls that are performed within a function #6
How to add replication to a base Actor
1 ////////////////////////////
2 // ThirdPersonMPCharacter.h
3 ////////////////////////////
4 /** The player's current health. When reduced to 0, they are considered dead.*/
5 UPROPERTY(ReplicatedUsing=OnRep_CurrentHealth)
6 float CurrentHealth;
7
8 /** RepNotify for changes made to current health.*/
9 UFUNCTION()
10 void OnRep_CurrentHealth();
11
12 /** Property replication */
13 void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
1 ////////////////////////////
2 // ThirdPersonMPCharacter.cpp
3 ////////////////////////////
4
5 //////////////////////////////////////////////////////////////////////////
6 // Replicated Properties
7
8 void AThirdPersonMPCharacter::GetLifetimeReplicatedProps(TArray <FLifetimeProperty> & OutLifetimeProps) const
9 {
10 Super::GetLifetimeReplicatedProps(OutLifetimeProps);
11
12 //Replicate current health.
13 DOREPLIFETIME(AThirdPersonMPCharacter, CurrentHealth);
14 }