RealDocs

AActor::OnRep_AttachmentReplication

function Engine Since 4.12
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONvirtual

Description

RepNotify called on clients when the `AttachmentReplication` property changes, causing the engine to apply the new attachment transform and socket on the client.

Caveats & Gotchas

  • Do not call this directly — it is invoked automatically by the replication system. Calling it manually will not replicate anything; it only applies already-received data.
  • When overriding, always call `Super::OnRep_AttachmentReplication()` to ensure the engine performs the actual attach/detach. Omitting the Super call will leave the client in a visually incorrect state.
  • If you need to react to an actor being attached on the client, this is the correct hook. However, note it fires only when `AttachmentReplication` changes — if the socket or offset changes but the parent does not, the update may be batched with movement replication instead.

Signature

UFUNCTION()
ENGINE_API virtual void OnRep_AttachmentReplication();

Return Type

void

Example

Play a snap effect when attachment changes on client C++
void AMyActor::OnRep_AttachmentReplication()
{
	Super::OnRep_AttachmentReplication();
	// Play VFX at new location after engine applies attachment
	UGameplayStatics::SpawnEmitterAtLocation(this, AttachVFX, GetActorLocation());
}

Version History

Introduced in: 4.12

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.