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UOptionalRepSkeletalMeshComponent Class ReferenceBlueprintable

UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent, ChildCanTick), ClassGroup = (VRExpansionPlugin)) More...

#include <GrippableSkeletalMeshActor.h>

Inheritance diagram for UOptionalRepSkeletalMeshComponent:
[legend]

Public Member Functions

 UOptionalRepSkeletalMeshComponent (const FObjectInitializer &ObjectInitializer)
 
virtual void PreReplication (IRepChangedPropertyTracker &ChangedPropertyTracker) override
 

Public Attributes

bool bReplicateMovement
 UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Component Replication")
 

Private Member Functions

 GENERATED_BODY ()
 

Detailed Description

UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent, ChildCanTick), ClassGroup = (VRExpansionPlugin))

A component specifically for being able to turn off movement replication in the component at will Has the upside of also being a blueprintable base since UE4 doesn't allow that with std ones

Definition at line 31 of file GrippableSkeletalMeshActor.h.

Constructor & Destructor Documentation

◆ UOptionalRepSkeletalMeshComponent()

UOptionalRepSkeletalMeshComponent::UOptionalRepSkeletalMeshComponent ( const FObjectInitializer & ObjectInitializer)

Definition at line 11 of file GrippableSkeletalMeshActor.cpp.

Member Function Documentation

◆ GENERATED_BODY()

UOptionalRepSkeletalMeshComponent::GENERATED_BODY ( )
private

◆ PreReplication()

void UOptionalRepSkeletalMeshComponent::PreReplication ( IRepChangedPropertyTracker & ChangedPropertyTracker)
overridevirtual

Definition at line 17 of file GrippableSkeletalMeshActor.cpp.

Member Data Documentation

◆ bReplicateMovement

bool UOptionalRepSkeletalMeshComponent::bReplicateMovement
ReplicatedBlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Component Replication")

Definition at line 47 of file GrippableSkeletalMeshActor.h.


The documentation for this class was generated from the following files: