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Handles attachment replication to clients.
| Name | FRepAttachment |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/ReplicatedState.h |
| Include Path | #include "Engine/ReplicatedState.h" |
Syntax
USTRUCT ()
struct FRepAttachment
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRepAttachment() |
Engine/ReplicatedState.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttachComponent | TObjectPtr< class USceneComponent > | Specific component we are attached to | Engine/ReplicatedState.h | |
| AttachParent | TObjectPtr< class AActor > | Actor we are attached to, movement replication will not happen while AttachParent is non-nullptr | Engine/ReplicatedState.h | |
| AttachSocket | FName | Specific socket we are attached to | Engine/ReplicatedState.h | |
| LocationOffset | FVector_NetQuantize100 | Location offset from attach parent | Engine/ReplicatedState.h | |
| RelativeScale3D | FVector_NetQuantize100 | Scale relative to attach parent | Engine/ReplicatedState.h | |
| RotationOffset | FRotator | Rotation offset from attach parent | Engine/ReplicatedState.h |