Considerations On Testing UE4 Classes Part III: Replication
This time we're focusing on testing replication via PIE sessions.
UProperty variables are declared using standard C++ syntax with additional descriptors, such as variable specifiers and metadata placed above the declaration.
Replication guide featuring Actor Replication, Component Replication, Remote Procedure Calls, etc..
A explanation of the few different memory management systems in Unreal Engine: Garbage Collection, Smart Pointers, and Standard C++ Memory Management.