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FLifetimeProperty This class is used to track a property that is marked to be replicated for the lifetime of the actor channel. This doesn't mean the property will necessarily always be replicated, it just means: "check this property for replication for the life of the actor, and I don't want to think about it anymore" A secondary condition can also be used to skip replication based on the condition results
| Name | FLifetimeProperty |
| Type | class |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/CoreNet.h |
| Include Path | #include "UObject/CoreNet.h" |
Syntax
class FLifetimeProperty
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| UObject/CoreNet.h | |||
FLifetimeProperty
(
int32 InRepIndex |
UObject/CoreNet.h | ||
FLifetimeProperty
(
int32 InRepIndex, |
UObject/CoreNet.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsPushBased | bool | UObject/CoreNet.h | ||
| Condition | ELifetimeCondition | UObject/CoreNet.h | ||
| RepIndex | uint16 | UObject/CoreNet.h | ||
| RepNotifyCondition | ELifetimeRepNotifyCondition | UObject/CoreNet.h |
Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FLifetimeProperty& Other |
UObject/CoreNet.h |