Hello,
I’ve tested this, but I’m not seeing the same results. I have a few things to try:
Ensure that your project’s header file includes Engine.h and UnrealNetwork.h
Here’s the test code I used:
MyActor.h:
UPROPERTY(Replicated)
float TestProperty;
UPROPERTY(Replicated)
int32 TestInt;
MyActor.cpp:
void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
DOREPLIFETIME(AMyActor, TestProperty);
DOREPLIFETIME(AMyActor, TestInt);
}
I’m not sure why you’re getting those errors, but let me know if you are able to reproduce them in a clean project, and if so, please provide a detailed list of repro steps.
Thanks