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AActor::GetResimulationThreshold

function Engine Blueprint Since 5.4
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONBlueprintCallable

Description

Returns the positional error threshold in centimeters beyond which this actor should force a physics resimulation when the Network Physics Prediction system is active.

Caveats & Gotchas

  • Only relevant when Physics Prediction is enabled (experimental feature in UE 5.x) — in standard projects this returns a default value that is never acted upon.
  • The threshold is defined on the actor's root component; if the root component is not a physics-simulating primitive, the return value is undefined and should not be used for gameplay logic.
  • Setting a very low threshold (e.g. < 1 cm) will cause frequent resimulations which are expensive — tune carefully in conjunction with your network tick rate.

Signature

ENGINE_API float GetResimulationThreshold() const;

Return Type

float

Example

Log resimulation threshold for a physics actor C++
if (MyActor->CanTriggerResimulation())
{
    float ThresholdCm = MyActor->GetResimulationThreshold();
    UE_LOG(LogPhysics, Verbose,
        TEXT("%s resim threshold: %.2f cm"), *MyActor->GetName(), ThresholdCm);
}

Version History

Introduced in: 5.4

Version Status Notes
5.6 stable

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