RealDocs

AActor::GetReplicateMovementPropertyName

function Engine Since 4.14
#include "GameFramework/Actor.h"
Access: public Specifiers: static

Description

Returns the FName of the bReplicateMovement property on AActor, intended for use in lifetime property registration without requiring direct access to the private member.

Caveats & Gotchas

  • This is a helper for engine-internal and plugin code that needs to reference the bReplicateMovement property by name (e.g. in DOREPLIFETIME_CONDITION_NOTIFY macros or property paths) without coupling to the private field.
  • The returned name is generated via GET_MEMBER_NAME_CHECKED so it is compile-time validated — it will break the build if the underlying property is renamed, which is intentional.
  • Gameplay code that simply wants to toggle movement replication should set bReplicateMovement directly or use SetReplicateMovement, not this function.

Signature

static const FName GetReplicateMovementPropertyName()

Return Type

const FName

Example

Use the property name in a replication condition C++
void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    // Reference bReplicateMovement by name without direct access to the private member
    FName PropName = AActor::GetReplicateMovementPropertyName();
    // PropName is "bReplicateMovement"
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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