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AActor::PostNetReceiveRole

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

Description

Called immediately after the actor's Role is received from the server. Allows logic that depends on the replicated Role value to execute as soon as the role is authoritative.

Caveats & Gotchas

  • Role can change mid-session (e.g. when a pawn is possessed or unpossessed), so this can fire more than once on a given actor. Do not use it as a one-time initialization hook.
  • Called on clients only. The server always has authoritative roles and this is never invoked there.
  • The engine's default implementation handles notifying movement components of the role change. Always call Super::PostNetReceiveRole() before your custom logic.

Signature

ENGINE_API virtual void PostNetReceiveRole();

Return Type

void

Example

Adjusting simulation mode when role changes C++
void AMyPawn::PostNetReceiveRole()
{
	Super::PostNetReceiveRole();
	// Enable local physics simulation only for SimulatedProxies
	if (GetLocalRole() == ROLE_SimulatedProxy)
	{
		GetMesh()->SetSimulatePhysics(true);
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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