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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void RegisterReplicatedLifetimeProperty
(
const FProperty* ReplicatedProperty, |
Net/UnrealNetwork.h | ||
void RegisterReplicatedLifetimeProperty
(
const NetworkingPrivate::FRepPropertyDescriptor& PropertyDescriptor, |
Net/UnrealNetwork.h |
RegisterReplicatedLifetimeProperty(const FProperty *, TArray< FLifetimeProperty > &, const FDoRepLifetimeParams &)
| Name | RegisterReplicatedLifetimeProperty |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Net/UnrealNetwork.h |
| Include Path | #include "Net/UnrealNetwork.h" |
| Source | /Engine/Source/Runtime/Engine/Private/UnrealNetwork.cpp |
void RegisterReplicatedLifetimeProperty
(
const FProperty * ReplicatedProperty,
TArray < FLifetimeProperty > & OutLifetimeProps,
const FDoRepLifetimeParams & Params
)
RegisterReplicatedLifetimeProperty(const NetworkingPrivate::FRepPropertyDescriptor &, TArray< FLifetimeProperty > &, const FDoRepLifetimeParams &)
| Name | RegisterReplicatedLifetimeProperty |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Net/UnrealNetwork.h |
| Include Path | #include "Net/UnrealNetwork.h" |
| Source | /Engine/Source/Runtime/Engine/Private/UnrealNetwork.cpp |
void RegisterReplicatedLifetimeProperty
(
const NetworkingPrivate::FRepPropertyDescriptor & PropertyDescriptor,
TArray < FLifetimeProperty > & OutLifetimeProps,
const FDoRepLifetimeParams & Params
)