Private Properties in AActor causing headaches with Custom Replication!

Hey Zak / John, thanks for posting!

Thanks for the explanation also, I can see why the change was made. I was essentially following from UT’s example, where they do a lot of overriding of the stock GetLifetimeReplicatedProps() functions to prevent replicating some values. I believe this is how they get around not requiring an ‘Owner’ in order to send RPC’s / receive replicated props. In my case (large scale RTS / FPS mix) I’m trying to save on whatever bandwidth I can. I guess though if the properties are never changed, they don’t have any cost anyway other than the initial send.

The Macros do seem to be able to access protected members, but not private at all. I also noticed that RemoteRole and Role are themselves replicated properties, are they only sent from server with the initial replication bunch, like when an actor is initially spawned or something? If so I guess I don’t need to worry about those either… maybe I’m just being over-zealous with my optimizations.

What would help tremendously is if it were possible to add basic replication functionality to a UObject, but currently I can’t figure a way to do that. Is it even possible?