AActor::OnRep_ReplicateMovement
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONvirtual
Description
RepNotify callback invoked on clients whenever the `bReplicateMovement` property changes, used to start or stop physics/movement replication.
Caveats & Gotchas
- • This is an internal engine callback — it should not be called directly. The engine calls it automatically after `bReplicateMovement` replicates to clients.
- • If you override this, call `Super::OnRep_ReplicateMovement()` to preserve the engine's default attachment/movement synchronisation logic.
- • Changing `bReplicateMovement` at runtime on the server via `SetReplicateMovement()` is the correct way to affect this; do not set the bit-field directly as it bypasses engine housekeeping.
Signature
UFUNCTION()
ENGINE_API virtual void OnRep_ReplicateMovement(); Return Type
void Example
React to replication mode change on client C++
void AMyActor::OnRep_ReplicateMovement()
{
Super::OnRep_ReplicateMovement();
// Custom logic after movement replication state changes
if (IsReplicatingMovement())
{
DisableClientSidePrediction();
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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