AActor::ForceNetUpdate
#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
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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