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AActor::GatherCurrentMovement

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

Description

Fills the `ReplicatedMovement` struct with the actor's current location, rotation, velocity, and angular velocity so that data can be sent to clients. Called automatically by the replication system on the server each frame.

Caveats & Gotchas

  • When the root component has an AttachParent, ReplicatedMovement is populated with the relative transform rather than the world transform — clients must account for this when reading replicated movement data.
  • Overriding this function without calling Super::GatherCurrentMovement() will cause the ReplicatedMovement struct to remain stale, breaking movement replication for the actor.
  • This function runs only on the server; client-side movement prediction systems must not call it directly or assume it produces authoritative data on the owning client.

Signature

ENGINE_API virtual void GatherCurrentMovement();

Return Type

void

Example

Override to add custom movement data C++
void AMyActor::GatherCurrentMovement()
{
	Super::GatherCurrentMovement();
	// Store additional server-side physics state alongside the standard movement struct
	ReplicatedCustomSpeed = GetVelocity().Size();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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