Resources

  • See PushModel.h

Usage

For a same replicate object, you can use the push model for some replicated variables and the regular UE workflow for other variables (just be sure to set the value of bIsPushBased to the desired one before declaring vars in GetLifetimeReplicatedProps).

Replicate

In GetLifetimeReplicatedProps you must use a special struct

FDoRepLifetimeParams Params;
Params.bIsPushBased = true;
DOREPLIFETIME_WITH_PARAMS_FAST(AMyAwesomeActor, bMyReplicatedBool, Params);
...

Use MARK_PROPERTY_DIRTY macros to mark a property as being dirty so it can be picked up to be replicated.