diff --git a/Source/Engine/Networking/NetworkReplicationHierarchy.cpp b/Source/Engine/Networking/NetworkReplicationHierarchy.cpp index 783992fd8..450f22d47 100644 --- a/Source/Engine/Networking/NetworkReplicationHierarchy.cpp +++ b/Source/Engine/Networking/NetworkReplicationHierarchy.cpp @@ -110,7 +110,7 @@ void NetworkReplicationNode::Update(NetworkReplicationHierarchyUpdateResult* res } } } - if (targetClients) + if (targetClients && obj.Object) { // Replicate this frame result->AddObject(obj.Object, targetClients); diff --git a/Source/Engine/Networking/NetworkReplicationHierarchy.h b/Source/Engine/Networking/NetworkReplicationHierarchy.h index 7d6db336d..99770c5a4 100644 --- a/Source/Engine/Networking/NetworkReplicationHierarchy.h +++ b/Source/Engine/Networking/NetworkReplicationHierarchy.h @@ -18,7 +18,7 @@ API_STRUCT(NoDefault, Namespace = "FlaxEngine.Networking") struct FLAXENGINE_API { DECLARE_SCRIPTING_TYPE_MINIMAL(NetworkReplicationObjectInfo); // The object to replicate. - API_FIELD() ScriptingObject* Object; + API_FIELD() ScriptingObjectReference Object; // The target amount of the replication updates per second (frequency of the replication). Constrained by NetworkManager::NetworkFPS. 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.