Unreal Networking Features🔗
Unreal networking features are supported to a similar extent as they are in blueprint.
UFUNCTION()s can be marked as
in their specifiers, functioning much the same as they do in C++. The function body will
automatically be used as an RPC, whether calling it from angelscript or blueprint.
Unlike C++, angelscript RPC functions default to being reliable. If you want an unreliable
RPC message, put the
Unreliable specifier in the
UPROPERTY()s can be marked as
Replicated. Optionally, you can set a condition for
their replication as well, similar to the dropdown for blueprint properties. This can be
done with the
Similar to C++ and Blueprint networking, in order for RPCs and replicated properties to
work, the actor and component need to be set to replicate. In angelscript this can
be done using
Available conditions for
ReplicationCondition match the ELifetimeCondition enum in C++, and are as follows:
It is also possible to specify
ReplicatedUsing on a replicated
UPROPERTY that will be called whenever
the value of that property is replicated. Note that any function used with
ReplicatedUsing must be
declared as a
UFUNCTION() so it is visible to unreal.