RealDocs

AActor::GetReplicatedMovement

function Engine Since unknown
#include "GameFramework/Actor.h"
Access: public Specifiers: const

Description

Returns a const reference to the actor's replicated movement struct, which holds the location, rotation, linear velocity, and angular velocity as received from the server.

Caveats & Gotchas

  • On the server this reflects the authoritative state that will be sent to clients on the next update; on clients it reflects the last received network snapshot, which may lag behind the actor's actual interpolated transform.
  • Do not store the returned reference — it points directly into the actor's private member and will become stale if the actor is destroyed or the struct is reassigned via SetReplicatedMovement.
  • Velocity fields inside FRepMovement are only populated when bReplicateMovement is true and the actor is using the engine's built-in movement replication path.

Signature

const FRepMovement& GetReplicatedMovement() const

Return Type

const FRepMovement&

Example

Read replicated velocity on a client for visual effect C++
void AMyActor::OnRep_ReplicatedMovement()
{
    const FRepMovement& RepMove = GetReplicatedMovement();
    float Speed = RepMove.LinearVelocity.Size();
    if (Speed > 500.f)
    {
        PlaySpeedEffect();
    }
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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