本文整理匯總了C++中DOREPLIFETIME函數的典型用法代碼示例。如果您正苦於以下問題:C++ DOREPLIFETIME函數的具體用法?C++ DOREPLIFETIME怎麽用?C++ DOREPLIFETIME使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了DOREPLIFETIME函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
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);
}