COND_None = 0 UMETA(DisplayName = "None"), // This property has no condition, and will send anytime it changes COND_InitialOnly = 1 UMETA(DisplayName = "Initial Only"), // This property will only attempt to send on the initial bunch COND_OwnerOnly = 2 UMETA(DisplayName = "Owner Only"), // This property will only send to the actor's owner COND_SkipOwner = 3 UMETA(DisplayName = "Skip Owner"), // This property send to every connection EXCEPT the owner COND_SimulatedOnly = 4 UMETA(DisplayName = "Simulated Only"), // This property will only send to simulated actors COND_AutonomousOnly = 5 UMETA(DisplayName = "Autonomous Only"), // This property will only send to autonomous actors COND_SimulatedOrPhysics = 6 UMETA(DisplayName = "Simulated Or Physics"), // This property will send to simulated OR bRepPhysics actors COND_InitialOrOwner = 7 UMETA(DisplayName = "Initial Or Owner"), // This property will send on the initial packet, or to the actors owner COND_Custom = 8 UMETA(DisplayName = "Custom"), // This property has no particular condition, but wants the ability to toggle on/off via SetCustomIsActiveOverride