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How does rep-notification work for composite objects ?


I have this code setup (pseudo code):

 class foo : UObject
     FString SharedName;
 class SharedPawn : AActor
     UPROPERTY(ReplicatedUsing OnRepFunction)
     foo SharedProperties;

The replication of SharedName (when modified through a server rpc) works well but the OnRepFunction is never called.

Isn't the modification of SharedName considered a modification of SharedProperties ?

If no, is there any function i could call to warn the engine that SharedProperties has been modified, a way of forcing replication at will so to speak, like UObject::HeyIHaveBeenModifiedDoYourJob() ?



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asked Nov 18 '14 at 12:38 PM in C++ Programming

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1 answer: sort voted first

I was wrong, the replication did not work.

I was (mis)lead to think it worked because i was creating SharedProperties using the PICP in the constructor, so i was literally working on only one object, giving an impression of replication.

When using the NewObject function i could check that the replication did not occur.

It seems that UObject are not meant to replicate.

More info here: https://answers.unrealengine.com/questions/51358/uobject-replication.html

I am closing this one.


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answered Nov 21 '14 at 11:03 AM

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