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Unreal Engine C++ API Reference > Runtime > Engine > Net > FSendingRepState
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Net/RepLayout.h |
Include | #include "Net/RepLayout.h" |
Source | /Engine/Source/Runtime/Engine/Private/RepLayout.cpp |
static TStaticBitArray< COND_Max > BuildConditionMapFromRepFlags
&40;
const FReplicationFlags InFlags
&41;
Remarks
Builds a new ConditionMap given the input RepFlags. This can be used to determine whether or not a given property should be considered enabled / disabled based on ELifetimeCondition.
TODO: This doesn't have to be part of FRepState.