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TMap<> Replication - exposing to Unreal reflection.

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    #31
    Originally posted by Zeblote View Post
    What do you even need to replicate a map for, that you can't easily work around by using rpcs or similar?
    That's a silly comment, the same can be said for any other type.

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      #32
      As people said earlier, TMap replication would be horribly inefficient even if it worked. It'd be a bad practice all the way through. Think of the lack of support as a enforcing good programming practices.
      [Submitted] Advanced Data Validation

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        #33
        There's optimizations for FVector replication; could be there optimizations for TMap as well.
        | Finite State Machine | Savior | USQLite | Object-Pool | Sound-Occlusion | Property Transfer | Magic Nodes | MORE |

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          #34
          Originally posted by BrUnO XaVIeR View Post
          There's optimizations for FVector replication; could be there optimizations for TMap as well.
          Sure, but it would be hideously complex - did you look at the array replication stuff? They've probably decided it isn't worth the effort vs manually handling the few cases where a replicated map is useful.

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            #35
            Yes, I know half of engine would have to change lol...
            But one gotta dream for life.
            | Finite State Machine | Savior | USQLite | Object-Pool | Sound-Occlusion | Property Transfer | Magic Nodes | MORE |

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              #36
              How mirror TMap logic via array?

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