envenger
(envenger)
1
Hello Every one… I create an object on the server on the BeginPlay function something like this…
void APSE_LYFE_Character::BeginPlay()
{
Super::BeginPlay();
if (Role == ROLE_Authority)
{
InventroyPtr = GetWorld()->SpawnActor<APSE_LYFE_Inventory4_QuickSlots>(InventoryClass);
InventroyPtr->SetOwningPawn(this);
GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, "Inv spawn");
}
}
The InventoryPtr is set to replicate but its not replicating.
UPROPERTY(Replicated, Transient)
class APSE_LYFE_Inventory4_QuickSlots* InventroyPtr;
I am trying to check if the pointer becomes valid on the client but it is not.
Try adding the below code to your cpp file:
void APSE_LYFE_Character::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const
{
Super::GetLifetimeReplicatedProps( OutLifetimeProps );
DOREPLIFETIME_CONDITION( APSE_LYFE_Character, InventroyPtr, COND_OwnerOnly );
}
envenger
(envenger)
3
Thank you… Working on replication again after a few weeks and I had forgotten about that…