UK2Node_VariableSet::HasLocalRepNotify

Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally.

Unreal Engine C++ API Reference > Editor > BlueprintGraph > UK2Node_VariableSet

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_VariableSet.h
Include #include "K2Node_VariableSet.h"
Source /Engine/Source/Editor/BlueprintGraph/Private/K2Node_VariableSet.cpp
bool HasLocalRepNotify() const

Remarks

Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally. Most (all?) native rep notifies are intended to be client only. We are moving away from this paradigm in blueprints So for now this is somewhat of a hold over to avoid nasty bugs where a K2 set node is calling a native function that the designer has no idea what it is doing.


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