RealDocs

AActor::CallPreReplication

function Engine Since 4.13
#include "GameFramework/Actor.h"
Access: public

Description

Called by the networking system to invoke PreReplication on this actor and all of its replicated components. Engine-internal; do not call directly from gameplay code.

Caveats & Gotchas

  • Calling this from gameplay code is unsupported and can corrupt the tracker state — the engine drives it at the correct point in the replication tick.
  • It respects the bCallPreReplication and bCallPreReplicationForReplay flags; overriding PreReplication without setting those flags means CallPreReplication will skip your override.
  • Components must have their own PreReplication overrides if they need to set conditional properties — this function iterates components automatically.

Signature

ENGINE_API void CallPreReplication(UNetDriver* NetDriver)

Parameters

Name Type Description Default
NetDriver UNetDriver* The net driver used to find or create RepChangedPropertyTrackers for this actor and its components.

Return Type

void

Example

Internal engine usage (informational only) C++
// Called internally by the replication driver — not for direct use.
// The engine calls this on the server before building the replication bunch:
// Actor->CallPreReplication(NetDriver);

Version History

Introduced in: 4.13

Version Status Notes
5.6 stable

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