AActor::GetReplicatedMovement_Mutable
#include "GameFramework/Actor.h"
Access: public
Description
Returns a mutable reference to the actor's replicated movement struct, intended for cases where the struct must be modified in place — primarily by the engine's replication machinery.
Caveats & Gotchas
- • Modifying the struct through this reference does not automatically mark the property dirty for replication; you must call MarkPropertyDirty or ensure the actor's NetDirtyProperties are tracked, otherwise the change will not propagate to clients.
- • This function exists to facilitate the eventual privatisation of the ReplicatedMovement member — it is a transitional API and may be removed or restricted in future engine versions.
- • Prefer SetReplicatedMovement when setting the full struct; use this only when you need to modify a single field in-place inside a replication callback.
Signature
ENGINE_API FRepMovement& GetReplicatedMovement_Mutable() Return Type
FRepMovement& Example
Patch velocity inside a custom movement replication path C++
void AMyNetActor::GatherCurrentMovement()
{
Super::GatherCurrentMovement();
FRepMovement& RepMove = GetReplicatedMovement_Mutable();
// Clamp replicated velocity for bandwidth reasons
RepMove.LinearVelocity = RepMove.LinearVelocity.GetClampedToMaxSize(2000.f);
} Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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