AActor::GetAttachmentReplication
#include "GameFramework/Actor.h"
Access: public
Specifiers: const
Description
Returns a const reference to the `FRepAttachment` struct that the engine fills in when this actor's root component is attached to another actor, used to replicate attachment state to clients.
Caveats & Gotchas
- • This struct is populated by `GatherCurrentMovement()` automatically each frame when the actor is attached. Do not modify it directly — attach/detach via the standard `AttachToActor`/`AttachToComponent` API instead.
- • The returned reference is to an internal replicated UPROPERTY. It becomes invalid if the actor is destroyed, so never store it past a single frame.
- • Inspecting this value is primarily useful for advanced replication debugging or when writing a custom net driver extension.
Signature
const struct FRepAttachment& GetAttachmentReplication() const { return AttachmentReplication; } Return Type
const struct FRepAttachment& Example
Log attachment replication data for debugging C++
void AMyActor::DebugAttachment() const
{
const FRepAttachment& Rep = GetAttachmentReplication();
if (Rep.AttachParent)
{
UE_LOG(LogTemp, Log, TEXT("Attached to %s, socket %s"),
*Rep.AttachParent->GetName(), *Rep.AttachSocket.ToString());
}
} See Also
Tags
Version History
Introduced in: 4.12
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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