AActor::CanTriggerResimulation
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Returns whether this actor is allowed to trigger a physics resimulation when Physics Prediction is enabled. Only relevant when the Network Physics Prediction system is active.
Caveats & Gotchas
- • This is only meaningful when Physics Prediction (experimental networked physics) is enabled in Project Settings — in a standard project without physics prediction, this always returns false and has no gameplay impact.
- • The resimulation trigger threshold (in centimeters) is a separate value returned by GetResimulationThreshold(); an actor can be allowed to trigger resimulation but still not trigger it if the positional error is within threshold.
- • Overriding this at the component level (via the root PrimitiveComponent) is the recommended path — calling this on the actor just aggregates the component's value.
Signature
ENGINE_API bool CanTriggerResimulation() const; Return Type
bool Example
Gate resimulation logic on capability check C++
if (MyActor->CanTriggerResimulation())
{
float Threshold = MyActor->GetResimulationThreshold();
UE_LOG(LogPhysics, Log, TEXT("Resim threshold: %.1f cm"), Threshold);
} See Also
Tags
Version History
Introduced in: 5.4
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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