本文整理汇总了C++中DOREPLIFETIME函数的典型用法代码示例。如果您正苦于以下问题:C++ DOREPLIFETIME函数的具体用法?C++ DOREPLIFETIME怎么用?C++ DOREPLIFETIME使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了DOREPLIFETIME函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DOREPLIFETIME
void AOpenBarrierConsole::GetLifetimeReplicatedProps(TArray<FLifetimeProperty> & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
// Replicate to everyone
DOREPLIFETIME(AOpenBarrierConsole, OpeningCode);
DOREPLIFETIME(AOpenBarrierConsole, Displayer);
}
示例2: DOREPLIFETIME
void AItemPickup::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AItemPickup, Mesh);
DOREPLIFETIME(AItemPickup, SkeletalMesh);
}
示例3: DOREPLIFETIME
void UARAttributeBaseComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UARAttributeBaseComponent, ActivePeriodicEffects);
DOREPLIFETIME(UARAttributeBaseComponent, ModifiedAttribute);
}
示例4: DOREPLIFETIME
void UGSItemWeaponInfo::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UGSItemWeaponInfo, CurrentHand);
DOREPLIFETIME(UGSItemWeaponInfo, LastAttachedSocket);
}
示例5: DOREPLIFETIME
void UAbilityTask_MoveToLocation::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
DOREPLIFETIME(UAbilityTask_MoveToLocation, StartLocation);
DOREPLIFETIME(UAbilityTask_MoveToLocation, TargetLocation);
DOREPLIFETIME(UAbilityTask_MoveToLocation, DurationOfMovement);
DOREPLIFETIME(UAbilityTask_MoveToLocation, LerpCurve);
}
示例6: DOREPLIFETIME
void AGISPickupActor::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AGISPickupActor, ItemToLoot);
DOREPLIFETIME(AGISPickupActor, bIsCurrentlyBeingLooted);
}
示例7: DOREPLIFETIME
void AProjectile::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AProjectile, homingTarget);
DOREPLIFETIME(AProjectile, hitSound);
}
示例8: DOREPLIFETIME
void UInventory::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UInventory, Items);
DOREPLIFETIME(UInventory, TotalWeight);
DOREPLIFETIME(UInventory, ThePlayer);
}
示例9: DOREPLIFETIME
void ASBombActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ASBombActor, bIsFuzeActive);
DOREPLIFETIME(ASBombActor, bExploded);
}
示例10: DOREPLIFETIME
void UGSItemWeaponRangedInfo::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UGSItemWeaponRangedInfo, RangedWeaponClass);
DOREPLIFETIME(UGSItemWeaponRangedInfo, RangedWeapon);
}
示例11: DOREPLIFETIME
void AProjectileSpell::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AProjectileSpell, GeometryComponent);
DOREPLIFETIME(AProjectileSpell, DestroyOnValidCollision);
}
示例12: DOREPLIFETIME
void AMainGameState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMainGameState, GameStartCountdown);
DOREPLIFETIME(AMainGameState, ConnectedPlayersArray);
}
示例13: DOREPLIFETIME
void UARBeamCue::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UARBeamCue, HitInfo);
DOREPLIFETIME(UARBeamCue, IsFiring);
}
示例14: DOREPLIFETIME
void ASGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ASGameState, ElapsedGameMinutes);
DOREPLIFETIME(ASGameState, bIsNight);
}
示例15: DOREPLIFETIME
void ASyncedMapPhysicsEntity::GetLifetimeReplicatedProps(TArray<FLifetimeProperty, FDefaultAllocator> & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredPos);
DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredRot);
}