diff --git a/Source/Engine/Networking/NetworkReplicationHierarchy.h b/Source/Engine/Networking/NetworkReplicationHierarchy.h index f052a3b93..36701c15d 100644 --- a/Source/Engine/Networking/NetworkReplicationHierarchy.h +++ b/Source/Engine/Networking/NetworkReplicationHierarchy.h @@ -20,7 +20,7 @@ API_STRUCT(NoDefault, Namespace = "FlaxEngine.Networking") struct FLAXENGINE_API // The object to replicate. API_FIELD() ScriptingObjectReference Object; - // The target amount of the replication updates per second (frequency of the replication). Constrained by NetworkManager::NetworkFPS. Use 0 for 'always relevant' object and < 0 for 'never relevant' objects that would only get synched on client join once. + // The target amount of the replication updates per second (frequency of the replication). Constrained by NetworkManager::NetworkFPS. Use 0 for 'always relevant' object and less than 0 (eg. -1) for 'never relevant' objects that would only get synched on client join once. API_FIELD() float ReplicationFPS = 60; // The minimum distance from the player to the object at which it can process replication. For example, players further away won't receive object data. Use 0 if unused. API_FIELD() float CullDistance = 15000;