Hello guys,
suppose I have a USTRUCT with a custom net serialize function and some (not serialized) uproperties for customizing the replication process within Blueprint (like quantization level for example) and I use these properties to branch within the net serialize function (similar to how it is done for FRepMovement in the engine). If I send that struct as argument of an RPC and changed the property values in the editor from the defaults, I will get a mismatch while reading the serialized values on the receiving machine. It makes sense why this happens (because the RPC argument on the receiving machine cannot be a member field and therefore always has the default C++ constructor values set on the uproperties when created), but I wanted to know if there is a way to make this work like it does with the server to client replication process without RPCs? Obviously without also sending the changed properties that is.
suppose I have a USTRUCT with a custom net serialize function and some (not serialized) uproperties for customizing the replication process within Blueprint (like quantization level for example) and I use these properties to branch within the net serialize function (similar to how it is done for FRepMovement in the engine). If I send that struct as argument of an RPC and changed the property values in the editor from the defaults, I will get a mismatch while reading the serialized values on the receiving machine. It makes sense why this happens (because the RPC argument on the receiving machine cannot be a member field and therefore always has the default C++ constructor values set on the uproperties when created), but I wanted to know if there is a way to make this work like it does with the server to client replication process without RPCs? Obviously without also sending the changed properties that is.
Comment