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update network in unreal
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TODO:解释服务器上的 UNetConnection 的 `OwningActor`,梳理 actor replication 流程
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### 基本的宏与函数
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关于下面这些宏和函数的区分
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* `UE_SERVER`
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* `UE_GAME`
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* `WITH_SERVER_CODE`
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* `FPlatformProperties::IsServerOnly`
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* `FPlatformProperties::IsGameOnly`
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* `FPlatformProperties::IsClientOnly`
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参考
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* [UE4之宏与预编译指令定义](https://www.cnblogs.com/kekec/p/18208393 "发布于 2024-05-25 16:53")
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* [What’s the difference between UE_SERVER and WITH_SERVER_CODE](https://forums.unrealengine.com/t/whats-the-difference-between-ue-server-and-with-server-code/124652)
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* [UE4中的网络模式](https://zhuanlan.zhihu.com/p/38074925)

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