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Replicated component properties do not support COND_Custom .

I want to use DOREPLIFETIME_ACTIVE_OVERRIDE and COND_Custom on a replicated component property.

I'm hoping if I make a version of PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) on actor component and call it from the components actor it will work, but was wondering why this doesnt exist in the first place.

The DOREPLIFETIME_ACTIVE_OVERRIDE macro seems to lookup the correct replicated property by class type so it seems like it should work.

edit: I've verified you need a custom or extended IRepChangedPropertyTracker for each component that needs conditional replicated variables. This is a huge lack of a feature for networked components.

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asked Jan 22 '15 at 01:25 AM in Bug Reports

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dzeligman
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avatar image dzeligman Jan 27 '15 at 08:50 PM

This is really needed if components are to replicate their state using rep notifies. (bump)

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Hi dzeligman,

Yes, this is something we have slated to fix for 4.8. In the mean time, what you are doing should work, you'll just need to make sure you cal calling FindOrCreateRepChangedPropertyTracker for each component:

Component->PreReplication( *GetDriver()->FindOrCreateRepChangedPropertyTracker( Component ).Get() );

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answered Feb 12 '15 at 06:52 PM

avatar image dzeligman Feb 12 '15 at 06:54 PM

Alright thanks for the update. I'll try out the per component tracker.

avatar image Chosker Jul 09 '15 at 09:53 AM

hello,

was PreReplication on components properly added to 4.8? I can't seem to find it :(

avatar image Ben Halliday STAFF Jul 14 '15 at 10:00 PM

Hi Chosker,

PreReplication was implemented in 4.8. Here's some documentation on it:

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/PreReplication/index.html

Hope that helps!

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