#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "ActiveMusicItem.h" #include "MusicReplicator.generated.h" UCLASS(Blueprintable) class AMusicReplicator : public AActor { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ActiveMusic, meta=(AllowPrivateAccess=true)) TArray ActiveMusic; public: AMusicReplicator(); virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; protected: UFUNCTION(BlueprintCallable) void OnRep_ActiveMusic(); };