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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ResetReplicatedLifetimeProperty
(
const NetworkingPrivate::FRepPropertyDescriptor& PropertyDescriptor, |
Net/UnrealNetwork.h | ||
void ResetReplicatedLifetimeProperty
(
const NetworkingPrivate::FRepPropertyDescriptor& PropertyDescriptor, |
Net/UnrealNetwork.h | ||
void ResetReplicatedLifetimeProperty
(
const UClass* ThisClass, |
Net/UnrealNetwork.h | ||
void ResetReplicatedLifetimeProperty
(
const UClass* ThisClass, |
Net/UnrealNetwork.h |
ResetReplicatedLifetimeProperty(const NetworkingPrivate::FRepPropertyDescriptor &, ELifetimeCondition, TArray< FLifetimeProperty > &)
| Name | ResetReplicatedLifetimeProperty |
| 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 ResetReplicatedLifetimeProperty
(
const NetworkingPrivate::FRepPropertyDescriptor & PropertyDescriptor,
ELifetimeCondition LifetimeCondition,
TArray < FLifetimeProperty > & OutLifetimeProps
)
ResetReplicatedLifetimeProperty(const NetworkingPrivate::FRepPropertyDescriptor &, const FDoRepLifetimeParams &, TArray< FLifetimeProperty > &)
| Name | ResetReplicatedLifetimeProperty |
| 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 ResetReplicatedLifetimeProperty
(
const NetworkingPrivate::FRepPropertyDescriptor & PropertyDescriptor,
const FDoRepLifetimeParams & Params,
TArray < FLifetimeProperty > & OutLifetimeProps
)
ResetReplicatedLifetimeProperty(const UClass , const UClass , FName, ELifetimeCondition, TArray< FLifetimeProperty > &)
| Name | ResetReplicatedLifetimeProperty |
| 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 ResetReplicatedLifetimeProperty
(
const UClass * ThisClass,
const UClass * PropertyClass,
FName PropertyName,
ELifetimeCondition LifetimeCondition,
TArray < FLifetimeProperty > & OutLifetimeProps
)
ResetReplicatedLifetimeProperty(const UClass , const UClass , FName, const FDoRepLifetimeParams &, TArray< FLifetimeProperty > &)
| Name | ResetReplicatedLifetimeProperty |
| 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 ResetReplicatedLifetimeProperty
(
const UClass * ThisClass,
const UClass * PropertyClass,
FName PropertyName,
const FDoRepLifetimeParams & Params,
TArray < FLifetimeProperty > & OutLifetimeProps
)