UEC++ From Basics to Advanced | M35-015: Replicated Property Macro in C++
This lesson covers the Replicated property macro in C++ for automatic network synchronization. The instructor creates an Actor with a Health variable marked with UPROPERTY(Replicated) and demonstrates incrementing it in Tick on the server. The client prints the synchronized value. Key implementation steps: (1) mark the property with Replicated specifier, (2) include Net/UnrealNetwork.h, (3) override GetLifetimeReplicatedProps to register the property with DOREPLIFETIME macro, (4) always call Super::GetLifetimeReplicatedProps(). The instructor also demonstrates that without calling DOREPLIFETIME, no replication occurs. An important observation: the server's changes are replicated to clients, and clients automatically receive updates. The lesson notes that older documentation patterns using FRepLifetime may require adaptation for modern UE5.

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