RealDocs

AActor::ForcePropertyCompare

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

Description

Forces all replicated properties on this actor to do a full comparison against their shadow state for one frame, rather than relying on the shared dirty-tracking state. Use when you know a property changed but replication might have missed it.

Caveats & Gotchas

  • This is a one-frame operation — it forces a compare on the next replication pass only, after which the actor returns to normal shadow-state-based dirty tracking.
  • Calling this frequently (e.g. every frame) defeats the purpose of UE's replication optimization and will degrade network performance. Use it only when recovering from a known state divergence.
  • SetAutonomousProxy() calls this internally with bAllowForcePropertyCompare=true, which is the canonical engine use case — study that as a model before rolling your own usage.

Signature

ENGINE_API void ForcePropertyCompare()

Return Type

void

Example

Force a property re-compare after manual state correction C++
// After correcting replicated state that may have diverged:
void AMyActor::CorrectReplicatedState()
{
    MyReplicatedValue = GetCorrectedValue();
    ForcePropertyCompare(); // Ensure the correction is sent to clients this frame
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.