CallServerChangeItem1 是个 Run On Server 类型的方法。不明白的看这里:ue4-Network相关-rpc调用
c++中的控制条件枚举
/** Secondary condition to check before considering the replication of a lifetime property. */
UENUM(BlueprintType)
enum ELifetimeCondition
{
COND_None = UMETA(DisplayName = "None"), // This property has no condition, and will send anytime it changes
COND_InitialOnly = UMETA(DisplayName = "Initial Only"), // This property will only attempt to send on the initial bunch
COND_OwnerOnly = UMETA(DisplayName = "Owner Only"), // This property will only send to the actor's owner
COND_SkipOwner = UMETA(DisplayName = "Skip Owner"), // This property send to every connection EXCEPT the owner
COND_SimulatedOnly = UMETA(DisplayName = "Simulated Only"), // This property will only send to simulated actors
COND_AutonomousOnly = UMETA(DisplayName = "Autonomous Only"), // This property will only send to autonomous actors
COND_SimulatedOrPhysics = UMETA(DisplayName = "Simulated Or Physics"), // This property will send to simulated OR bRepPhysics actors
COND_InitialOrOwner = UMETA(DisplayName = "Initial Or Owner"), // This property will send on the initial packet, or to the actors owner
COND_Custom = UMETA(DisplayName = "Custom"), // This property has no particular condition, but wants the ability to toggle on/off via SetCustomIsActiveOverride
COND_ReplayOrOwner = UMETA(DisplayName = "Replay Or Owner"), // This property will only send to the replay connection, or to the actors owner
COND_ReplayOnly = UMETA(DisplayName = "Replay Only"), // This property will only send to the replay connection
COND_SimulatedOnlyNoReplay = UMETA(DisplayName = "Simulated Only No Replay"), // This property will send to actors only, but not to replay connections
COND_SimulatedOrPhysicsNoReplay = UMETA(DisplayName = "Simulated Or Physics No Replay"), // This property will send to simulated Or bRepPhysics actors, but not to replay connections
COND_Max = UMETA(Hidden)
};