I am trying to replicate a variable bCrouch. but on Play the engine crash.
My implementation:
void AMyCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyCharacter, bCrouch);
}
The file openes automatically after the engine crash:
// Setup lifetime replicated properties
for ( int32 i = 0; i < LifetimeProps.Num(); i++ )
{
// Store the condition on the parent in case we need it
Parents[LifetimeProps[i].RepIndex].Condition = LifetimeProps[i].Condition;
Parents[LifetimeProps[i].RepIndex].RepNotifyCondition = LifetimeProps[i].RepNotifyCondition;
if ( Parents[LifetimeProps[i].RepIndex].Flags & PARENT_IsCustomDelta )
{
continue; // We don't handle custom properties in the FRepLayout class
}
Parents[LifetimeProps[i].RepIndex].Flags |= PARENT_IsLifetime;
if ( LifetimeProps[i].RepIndex == RemoteRoleIndex )
{
// We handle remote role specially, since it can change between connections when downgraded
// So we force it on the conditional list
check( LifetimeProps[i].Condition == COND_None );
LifetimeProps[i].Condition = COND_Custom;
continue;
}
if ( LifetimeProps[i].Condition == COND_None )
{
Parents[LifetimeProps[i].RepIndex].Flags &= ~PARENT_IsConditional;
}
}
What I am doing wrong?