RealDocs

AActor::PostNetReceiveLocationAndRotation

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: virtual

Description

Called after the actor receives replicated location and rotation from the network via ReplicatedMovement. Updates the actor's transform to match the replicated values. Not called when physics simulation is active on the actor.

Caveats & Gotchas

  • This is NOT called for actors simulating physics — those use PostNetReceivePhysicState instead. Overriding this for a physics actor will silently do nothing.
  • The replicated data comes from ReplicatedMovement, so only bReplicateMovement actors will have this triggered. Override to apply smoothing or interpolation rather than snapping.

Signature

ENGINE_API virtual void PostNetReceiveLocationAndRotation()

Return Type

void

Example

Smooth position correction on client C++
void AMyActor::PostNetReceiveLocationAndRotation()
{
    // Store the corrected server position for interpolation
    ServerLocation = GetActorLocation();
    Super::PostNetReceiveLocationAndRotation();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.