4.14 is forcing me to create REP properties in full capslock; I’d like to understand why is that?!
I.e:
UPROPERTY(Replicated)
int32 HitPoints;
UPROPERTY(Replicated)
int32 Mana;
That will generate errors inside .generated files unless I rename ALL my UProperties to match generated code now:
UPROPERTY(Replicated)
int32 HITPOINTS;
UPROPERTY(Replicated)
int32 MANA;
Why the hell on earth is this happening in 4.14 and who is responsible for this such “great idea” ??
Sean_L
(Sean_L)
December 6, 2016, 2:54pm
2
Hello,
I’ve tested this, but I’m not seeing the same results. I have a few things to try:
Ensure that your project’s header file includes Engine.h and UnrealNetwork.h
Here’s the test code I used:
MyActor.h:
UPROPERTY(Replicated)
float TestProperty;
UPROPERTY(Replicated)
int32 TestInt;
MyActor.cpp:
void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
DOREPLIFETIME(AMyActor, TestProperty);
DOREPLIFETIME(AMyActor, TestInt);
}
I’m not sure why you’re getting those errors, but let me know if you are able to reproduce them in a clean project, and if so, please provide a detailed list of repro steps.
Thanks
This was caused by “config = XXX” metadata when using UProperty with INI files.