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自学教程:C++ DOREPLIFETIME函数代码示例

51自学网 2021-06-01 20:23:09
  C++
这篇教程C++ DOREPLIFETIME函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中DOREPLIFETIME函数的典型用法代码示例。如果您正苦于以下问题:C++ DOREPLIFETIME函数的具体用法?C++ DOREPLIFETIME怎么用?C++ DOREPLIFETIME使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了DOREPLIFETIME函数的29个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: DOREPLIFETIME

void AOpenBarrierConsole::GetLifetimeReplicatedProps(TArray<FLifetimeProperty> & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	// Replicate to everyone	DOREPLIFETIME(AOpenBarrierConsole, OpeningCode);	DOREPLIFETIME(AOpenBarrierConsole, Displayer);}
开发者ID:Onyrick,项目名称:TGCO,代码行数:7,


示例2: DOREPLIFETIME

void AItemPickup::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(AItemPickup, Mesh);	DOREPLIFETIME(AItemPickup, SkeletalMesh);}
开发者ID:mrG7,项目名称:Rade,代码行数:7,


示例3: DOREPLIFETIME

void UARAttributeBaseComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(UARAttributeBaseComponent, ActivePeriodicEffects);	DOREPLIFETIME(UARAttributeBaseComponent, ModifiedAttribute);}
开发者ID:creWn,项目名称:ActionRPGGame,代码行数:7,


示例4: DOREPLIFETIME

void UGSItemWeaponInfo::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(UGSItemWeaponInfo, CurrentHand);	DOREPLIFETIME(UGSItemWeaponInfo, LastAttachedSocket);}
开发者ID:Chooka,项目名称:ActionRPGGame,代码行数:7,


示例5: DOREPLIFETIME

void UAbilityTask_MoveToLocation::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	DOREPLIFETIME(UAbilityTask_MoveToLocation, StartLocation);	DOREPLIFETIME(UAbilityTask_MoveToLocation, TargetLocation);	DOREPLIFETIME(UAbilityTask_MoveToLocation, DurationOfMovement);	DOREPLIFETIME(UAbilityTask_MoveToLocation, LerpCurve);}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:7,


示例6: DOREPLIFETIME

void AGISPickupActor::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(AGISPickupActor, ItemToLoot);	DOREPLIFETIME(AGISPickupActor, bIsCurrentlyBeingLooted);}
开发者ID:Chooka,项目名称:ActionRPGGame,代码行数:7,


示例7: DOREPLIFETIME

void AProjectile::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(AProjectile, homingTarget);	DOREPLIFETIME(AProjectile, hitSound);}
开发者ID:weelcheel,项目名称:Mythos-Realm,代码行数:7,


示例8: DOREPLIFETIME

void UInventory::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(UInventory, Items);	DOREPLIFETIME(UInventory, TotalWeight);	DOREPLIFETIME(UInventory, ThePlayer);}
开发者ID:jonny2027,项目名称:Rade,代码行数:7,


示例9: DOREPLIFETIME

void ASBombActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(ASBombActor, bIsFuzeActive);	DOREPLIFETIME(ASBombActor, bExploded);}
开发者ID:57-Wolve,项目名称:EpicSurvivalGameSeries,代码行数:7,


示例10: DOREPLIFETIME

void UGSItemWeaponRangedInfo::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(UGSItemWeaponRangedInfo, RangedWeaponClass);	DOREPLIFETIME(UGSItemWeaponRangedInfo, RangedWeapon);}
开发者ID:Chooka,项目名称:ActionRPGGame,代码行数:7,


示例11: DOREPLIFETIME

void AProjectileSpell::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(AProjectileSpell, GeometryComponent);	DOREPLIFETIME(AProjectileSpell, DestroyOnValidCollision);}
开发者ID:metsfan,项目名称:thirdpersonproject,代码行数:7,


示例12: DOREPLIFETIME

void AMainGameState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(AMainGameState, GameStartCountdown);	DOREPLIFETIME(AMainGameState, ConnectedPlayersArray);}
开发者ID:metsfan,项目名称:thirdpersonproject,代码行数:7,


示例13: DOREPLIFETIME

void UARBeamCue::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(UARBeamCue, HitInfo);	DOREPLIFETIME(UARBeamCue, IsFiring);}
开发者ID:Aboutdept,项目名称:ActionRPGGame,代码行数:7,


示例14: DOREPLIFETIME

void ASGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(ASGameState, ElapsedGameMinutes);	DOREPLIFETIME(ASGameState, bIsNight);}
开发者ID:AshDawson,项目名称:EpicSurvivalGameSeries,代码行数:7,


示例15: DOREPLIFETIME

void ASyncedMapPhysicsEntity::GetLifetimeReplicatedProps(TArray<FLifetimeProperty, FDefaultAllocator> & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredPos);	DOREPLIFETIME(ASyncedMapPhysicsEntity, desiredRot);}
开发者ID:shinji144,项目名称:UMod,代码行数:7,


示例16: DOREPLIFETIME

// Replication of datavoid ARadePlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(ARadePlayerState, DeathCount);	DOREPLIFETIME(ARadePlayerState, KillCount);	DOREPLIFETIME(ARadePlayerState, PlayerColor);}
开发者ID:ZioYuri78,项目名称:Rade,代码行数:8,


示例17: DOREPLIFETIME

void AShooterPickup::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const{	Super::GetLifetimeReplicatedProps( OutLifetimeProps );	DOREPLIFETIME( AShooterPickup, bIsActive );	DOREPLIFETIME( AShooterPickup, PickedUpBy );}
开发者ID:tegleg,项目名称:teggame,代码行数:7,


示例18: DOREPLIFETIME

void AFlySkillActor::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(AFlySkillActor, TargetLocation);	DOREPLIFETIME(AFlySkillActor, TargetActor);	DOREPLIFETIME(AFlySkillActor, TeamId);}
开发者ID:damody,项目名称:AmbitionOfNobunaga,代码行数:7,


示例19: DOREPLIFETIME

void AController::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const{	Super::GetLifetimeReplicatedProps( OutLifetimeProps );	DOREPLIFETIME( AController, PlayerState );	DOREPLIFETIME( AController, Pawn );}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:7,


示例20: DOREPLIFETIME

void AMagicBattleSoccerWeapon::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(AMagicBattleSoccerWeapon, MyPawn);	DOREPLIFETIME(AMagicBattleSoccerWeapon, ServerState);}
开发者ID:Gamieon,项目名称:UBattleSoccerPrototype,代码行数:7,


示例21: DOREPLIFETIME

void AZombieShooterCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	// Replicate to everyone	DOREPLIFETIME(AZombieShooterCharacter, Rotation);	DOREPLIFETIME(AZombieShooterCharacter, Projectile);}
开发者ID:DisposedCheese,项目名称:ZombieShooter,代码行数:8,


示例22: DOREPLIFETIME

void UARActionStateComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(UARActionStateComponent, IsCasting);	DOREPLIFETIME(UARActionStateComponent, IsRecharing);	DOREPLIFETIME(UARActionStateComponent, Owner);}
开发者ID:Aboutdept,项目名称:ActionRPGGame,代码行数:8,


示例23: DOREPLIFETIME

void AUTWeaponPawn::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(AUTWeaponPawn, MyVehicleWeapon);	DOREPLIFETIME(AUTWeaponPawn, MyVehicle);	DOREPLIFETIME(AUTWeaponPawn, MySeatIndex);}
开发者ID:UTCommunity,项目名称:UTVehicles,代码行数:8,


示例24: DOREPLIFETIME

void AGameplayAbilityTargetActor::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(AGameplayAbilityTargetActor, StartLocation);	DOREPLIFETIME(AGameplayAbilityTargetActor, SourceActor);	DOREPLIFETIME(AGameplayAbilityTargetActor, bDebug);	DOREPLIFETIME(AGameplayAbilityTargetActor, bDestroyOnConfirmation);}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:8,


示例25: DOREPLIFETIME

void ALobbyBeaconState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(ALobbyBeaconState, Players);	DOREPLIFETIME(ALobbyBeaconState, bLobbyStarted);	DOREPLIFETIME(ALobbyBeaconState, WaitForPlayersTimeRemaining);}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:8,


示例26: DOREPLIFETIME

void ALPlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(ALPlayerState, TeamNumber);	DOREPLIFETIME(ALPlayerState, NumKills);	DOREPLIFETIME(ALPlayerState, NumDeaths);}
开发者ID:mukund-dh,项目名称:Labyrinth,代码行数:8,


示例27: DOREPLIFETIME

void AFpsPlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const{  Super::GetLifetimeReplicatedProps(OutLifetimeProps);  DOREPLIFETIME(AFpsPlayerState, Team);  DOREPLIFETIME(AFpsPlayerState, Kills);  DOREPLIFETIME(AFpsPlayerState, Deaths);}
开发者ID:valkorian,项目名称:PaperShooter,代码行数:8,


示例28: DOREPLIFETIME

void AAREffectPeriodic::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const{	Super::GetLifetimeReplicatedProps(OutLifetimeProps);	DOREPLIFETIME(AAREffectPeriodic, IsEffectActive);	DOREPLIFETIME(AAREffectPeriodic, EffectTarget);	//DOREPLIFETIME(AAREffectPeriodic, EffectCauser);}
开发者ID:mGhassen,项目名称:ActionRPGGame,代码行数:8,


示例29: DOREPLIFETIME

void AUModCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty, FDefaultAllocator> & OutLifetimeProps) const{    Super::GetLifetimeReplicatedProps(OutLifetimeProps);    DOREPLIFETIME(AUModCharacter, weapons);    DOREPLIFETIME(AUModCharacter, curWeapon);    DOREPLIFETIME(AUModCharacter, playerHealth);}
开发者ID:TheModdersDen,项目名称:UMod,代码行数:8,



注:本文中的DOREPLIFETIME函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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