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How to setup replication conditions

How do I make a variable replicated based on certain conditions? I was reading documentation and they say...

"The replication definition specifies replication conditions, which describe when and if to replicate a given property to the client currently being considered."

They then gave some flags as examples for use in your conditionals for replicating the variable like bNetDirty, bNetInitial, and bNetOwner . So my question is how do i make a variable only replicate under certain conditions like these?

I was always taught to declare replicated variables like this..... UPROPERTY(Replicated) foat health;

So them saying that I can have it replicate under certain conditions confuses me. Would I for example then instead write it this way then? UPROPERTY(Replicated, bNetDirty) foat health;

Product Version: UE 4.22
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asked May 18 '19 at 06:58 AM in C++ Programming

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