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How do I overwrite replication behavior?

This is a follow up question from https://forums.unrealengine.com/showthread.php?55519-SimpleMoveToLocation-doesn-t-update-the-rotation-in-the-local-client

Short story, I am trying to make the TopDown template mutliplayer ready but the animation and rotation state are not replicated to the owner.

I believe it is because of this

 DOREPLIFETIME_CONDITION( ACharacter, RepRootMotion,        COND_SimulatedOnly );
 DOREPLIFETIME_CONDITION( ACharacter, RelativeMovement,    COND_SimulatedOnly );


Is it possible to overwrite those settings?

I tried

 void ATopDownCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
 {
   DOREPLIFETIME_CONDITION(ATopDownCharacter, RepRootMotion, COND_OwnerOnly);
 }

But it results in a crash.

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asked Jan 02 '15 at 12:13 PM in C++ Programming

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maikklein
120 28 25 36

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1 answer: sort voted first

Use DOREPLIFETIME_CHANGE_CONDITION in your derived character instead, like so:

 void ATopDownCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
 {
     Super::GetLifetimeReplicatedProps(OutLifetimeProps);
     DOREPLIFETIME_CHANGE_CONDITION(ACharacter, RepRootMotion, COND_OwnerOnly);
 }

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answered Sep 29 '17 at 04:52 PM

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sidno
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