Property replication in Shooter Game sample

Hello,

I’m learning Replication by the Shooter Game sample.

In the class AShooterPlayerController declaration, we have 4 properties marked Replicated as below:

class AShooterPlayerController : public APlayerController
{
…..
	
/** infinite ammo cheat */
	UPROPERTY(Transient, Replicated)
	uint8 bInfiniteAmmo : 1;

	/** infinite clip cheat */
	UPROPERTY(Transient, Replicated)
	uint8 bInfiniteClip : 1;

	/** health regen cheat */
	UPROPERTY(Transient, Replicated)
	uint8 bHealthRegen : 1;

	/** god mode cheat */
	UPROPERTY(Transient, Replicated)
	uint8 bGodMode : 1;
…..

}

but in the GetLifetimeReplicatedProps() function only have 2 properties handled. Must all properties for replication handled here? Is this a bug or my misunderstanding?

void AShooterPlayerController::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
	Super::GetLifetimeReplicatedProps( OutLifetimeProps );

	DOREPLIFETIME_CONDITION( AShooterPlayerController, bInfiniteAmmo, COND_OwnerOnly );
	DOREPLIFETIME_CONDITION( AShooterPlayerController, bInfiniteClip, COND_OwnerOnly );
}