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AActor::PostNetReceiveVelocity

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

Description

Called on simulated proxies when a new velocity is received from the ReplicatedMovement struct. Not called when physics simulation is active on the client — use PostNetReceivePhysicState in that case.

Caveats & Gotchas

  • This is NOT called for actors using simulated physics (bRepPhysics=true). For those actors, PostNetReceivePhysicState handles both location and velocity.
  • The function is called as part of PostNetReceiveLocationAndRotation processing, so the actor's location may also have changed in the same replication batch.
  • Overriding this without calling Super can break the default velocity smoothing applied by movement components on simulated proxies.

Signature

ENGINE_API virtual void PostNetReceiveVelocity(const FVector& NewVelocity);

Parameters

Name Type Description Default
NewVelocity const FVector& The newly received velocity from the ReplicatedMovement struct.

Return Type

void

Example

Applying received velocity to a custom movement system C++
void AMyActor::PostNetReceiveVelocity(const FVector& NewVelocity)
{
	Super::PostNetReceiveVelocity(NewVelocity);
	// Forward the replicated velocity to our custom mover
	if (CustomMoverComponent)
	{
		CustomMoverComponent->SetReplicatedVelocity(NewVelocity);
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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