unreal.LifetimeCondition
¶
- class unreal.LifetimeCondition¶
Bases:
EnumBase
Secondary condition to check before considering the replication of a lifetime property.
C++ Source:
Module: CoreUObject
File: CoreNetTypes.h
- COND_AUTONOMOUS_ONLY: LifetimeCondition¶
This property will only send to simulated actors
- Type:
5
- COND_CUSTOM: LifetimeCondition¶
This property will send on the initial packet, or to the actors owner
- Type:
8
- COND_INITIAL_ONLY: LifetimeCondition¶
This property has no condition, and will send anytime it changes
- Type:
1
- COND_INITIAL_OR_OWNER: LifetimeCondition¶
This property will send to simulated OR bRepPhysics actors
- Type:
7
- COND_NONE: LifetimeCondition¶
0
- COND_OWNER_ONLY: LifetimeCondition¶
This property will only attempt to send on the initial bunch
- Type:
2
- COND_REPLAY_ONLY: LifetimeCondition¶
This property will only send to the replay connection, or to the actors owner
- Type:
10
- COND_REPLAY_OR_OWNER: LifetimeCondition¶
This property has no particular condition, but wants the ability to toggle on/off via SetCustomIsActiveOverride
- Type:
9
- COND_SIMULATED_ONLY: LifetimeCondition¶
This property send to every connection EXCEPT the owner
- Type:
4
- COND_SIMULATED_ONLY_NO_REPLAY: LifetimeCondition¶
This property will only send to the replay connection
- Type:
11
- COND_SIMULATED_OR_PHYSICS: LifetimeCondition¶
This property will only send to autonomous actors
- Type:
6
- COND_SIMULATED_OR_PHYSICS_NO_REPLAY: LifetimeCondition¶
This property will send to actors only, but not to replay connections
- Type:
12
- COND_SKIP_OWNER: LifetimeCondition¶
This property will only send to the actor’s owner
- Type:
3
- COND_SKIP_REPLAY: LifetimeCondition¶
This property will send to simulated Or bRepPhysics actors, but not to replay connections
- Type:
13