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.