RealDocs

AActor::CanTriggerResimulation

function Engine Blueprint Since 5.4
#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);
}

Version History

Introduced in: 5.4

Version Status Notes
5.6 stable

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