AActor::PostNetReceive
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualENGINE_APIoverride
Description
Called immediately after replicated properties have been applied to this actor on the client. Override to react to the property batch as a whole rather than using per-property RepNotify functions.
Caveats & Gotchas
- • Fires on clients only. Server-side code here will silently not run.
- • PostNetReceive is called every replication tick where any property changed, so keep it cheap. Heavy logic that does not need to run every update should be gated on specific property changes instead.
- • RepNotify functions (OnRep_*) fire before PostNetReceive. If you need to react after all RepNotify callbacks for the frame have completed, PostNetReceive is the right place.
Signature
ENGINE_API virtual void PostNetReceive() override; Return Type
void Example
Reacting to a batch of replicated property changes C++
void AMyActor::PostNetReceive()
{
Super::PostNetReceive();
// Location and rotation may both have changed — refresh the cached transform
CachedTransform = GetActorTransform();
OnTransformReplicated.Broadcast(CachedTransform);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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