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If an object is sitting in your Scene ahead of time, you won’t be able to do any Property/Synchronization work with it until you are connected to a Space. A call to AwaitAnySpaceConnection
gives you the Space Connection needed to begin the actual work. This also helps avoid the error returned by Cavrnus when trying to update a property without a connection.
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void APropertySyncActorClass::BeginPlay() { Super::BeginPlay(); // Member is delegate FCavrnusSpaceConnected SpaceConnected; SpaceConnected.BindUFunction(this, GET_FUNCTION_NAME_CHECKED(APropertySyncActorClass, OnSpaceConnected)); UCavrnusFunctionLibrary::AwaitAnySpaceConnection(OnSpaceConnected); } void APropertySyncActorClass::OnSpaceConnected(FCavrnusSpaceConnection SpaceConnection) { UE_LOG(LogTemp, Log, TEXT("Connected to Space ID %d."), SpaceConnection.SpaceConnectionId); } |
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