set_replication_condition
Set the ELifetimeCondition that decides which clients receive a replicated Blueprint variable, then compile. Stored but inert unless the variable is already replicated.
Instructions
Set the ELifetimeCondition (COND_OwnerOnly, COND_SkipOwner, COND_InitialOnly...) that decides WHICH clients get a replicated variable, then compile. It is the second half of set_bp_variable_replication, which decides WHETHER it replicates at all: on a variable that is not Replicated/RepNotify the condition is stored and completely INERT, and the response says so through is_replicated:false plus a "note". Blueprint-declared variables only.
Returns: { blueprint_name, variable_name, condition, is_replicated, note? } -- condition is the canonical COND_ name that was stored; is_replicated:false means the setting has no effect yet.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| condition | Yes | ELifetimeCondition name, with or without the COND_ prefix (e.g. "OwnerOnly" or "COND_OwnerOnly"); an unknown name is an error. | |
| variable_name | Yes | Name of a variable DECLARED on this Blueprint (inherited ones are refused). | |
| blueprint_name | No | Blueprint name or path. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |