how to write replication conditions in c++ code?
well in unrealscript for replications, we use a special block like:
It seems the AActor::PreReplication function does the replication's work in UE4 according to the sample code.
However in UE4 ,bNetDirty and bNetOwner are no longer a member of Actor.
So how should I write the code to do the same as if(bNetInitial)/if(beNetDirty) do in the uc replication block?
asked Oct 30 '18 at 08:13 AM in C++ Programming
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