AActor::OnRep_ReplicatedMovement
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONvirtual
Description
Called on clients when the ReplicatedMovement struct is replicated. The default implementation calls PostNetReceiveLocationAndRotation to apply the new transform.
Caveats & Gotchas
- • Not called for actors simulating physics (bReplicateMovement + physics simulation) — the engine applies physics state directly via PostNetReceivePhysicState.
- • If you override this, call Super::OnRep_ReplicatedMovement() unless you are fully replacing the movement-apply logic, otherwise location/rotation will never update on clients.
- • ReplicatedMovement replication is controlled by bReplicateMovement; if that is false, this callback never fires.
Signature
ENGINE_API virtual void OnRep_ReplicatedMovement() Return Type
void Example
React to a replicated movement change C++
void AMyActor::OnRep_ReplicatedMovement()
{
Super::OnRep_ReplicatedMovement();
// Snap a trail effect to the new location
TrailComponent->SetWorldLocation(GetActorLocation());
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?