RealDocs

AActor::PreReplication

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

Description

Called on the server (and autonomous proxy during client replays) immediately before replication occurs. Override to set DOREPLIFETIME_ACTIVE_OVERRIDE conditions or batch-prepare replicated data.

Caveats & Gotchas

  • Only called at all when bCallPreReplication is true for this actor (default false for perf reasons). Enable it via SetCallPreReplication(true) if you override this function.
  • Not called on simulated proxies or listen-server clients unless recording a replay — use OnRep callbacks on clients instead.
  • Avoid expensive calculations here; this runs every potential replication tick, which can be very frequent for fast-paced actors.

Signature

ENGINE_API virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)

Parameters

Name Type Description Default
ChangedPropertyTracker IRepChangedPropertyTracker & Tracker that records which conditional properties should be replicated this frame.

Return Type

void

Example

Conditionally replicate a property based on game state C++
void AMyActor::PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker)
{
    Super::PreReplication(ChangedPropertyTracker);
    DOREPLIFETIME_ACTIVE_OVERRIDE(AMyActor, SecretValue, bShouldReplicateSecret);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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