ue4 c++ replicate actor variable

To replicate an actor variable in C++ with Unreal Engine 4 (UE4), you can follow these steps:

  1. Declare the variable: Inside the header file (.h) of your actor class, declare the variable that you want to replicate. Use the UPROPERTY macro to specify that it should be replicated. For example:
UPROPERTY(Replicated)
int32 MyVariable;
  1. Set the replication mode: Also inside the header file, override the GetLifetimeReplicatedProps() function to set the replication mode for the variable. Use the DOREPLIFETIME macro to specify that the variable should be replicated. For example:
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
  1. Implement the replication: In the corresponding source file (.cpp), implement the GetLifetimeReplicatedProps() function as follows:
void AYourActorClass::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    DOREPLIFETIME(AYourActorClass, MyVariable);
}
  1. Replication condition (optional): If you want to specify a condition for when the variable should be replicated, you can override the ReplicateSubobjects() function in the source file. For example:
void AYourActorClass::ReplicateSubobjects(UActorChannel Channel, FOutBunch Bunch, FReplicationFlags* RepFlags)
{
    Super::ReplicateSubobjects(Channel, Bunch, RepFlags);

    if (MyVariable.ShouldReplicate()) // Specify your condition here
    {
        DOREPLIFETIME_CONDITION(AYourActorClass, MyVariable, COND_SkipOwner);
    }
}

By following these steps, you can replicate an actor variable in C++ with UE4. This allows the variable to be synchronized across the network for multiplayer games or replicated across clients in a networked environment.