RealDocs

AActor::ForceNetUpdate

function Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: virtualUFUNCTIONBlueprintCallable

Description

Forces this actor to be considered dirty for replication and sent to clients on the next network tick, bypassing its normal NetUpdateFrequency schedule.

Caveats & Gotchas

  • Only meaningful on the server (authority). Calling it on a client does nothing.
  • This only advances when the actor next replicates — it does not skip the normal net culling or relevancy checks. If the actor is not relevant to a connection it still won't replicate.
  • Repeatedly calling this every frame defeats the purpose of NetUpdateFrequency and increases bandwidth. Reserve it for event-driven state changes.

Signature

ENGINE_API virtual void ForceNetUpdate()

Return Type

void

Example

Force update after a critical game state change C++
void AMyActor::OnHealthChanged(float NewHealth)
{
    Health = NewHealth;
    ForceNetUpdate(); // push the change immediately instead of waiting for next schedule
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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