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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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: DOREPLIFETIMEvoid 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。 C++ DOS_MakeName函数代码示例 C++ DONE函数代码示例 |