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AActor::PreReplicationForReplay

function Engine Since 4.13
#include "GameFramework/Actor.h"
Access: public Specifiers: virtual

Description

Called before replication when recording a client replay, including for simulated proxies. Mirrors PreReplication but covers all net roles during replay, not just the server.

Caveats & Gotchas

  • Only invoked when bCallPreReplicationForReplay is true. Enable via SetCallPreReplicationForReplay(true) if you need this callback.
  • Called on all connections during replay recording — including simulated proxies — which is broader than PreReplication. Be mindful of this when setting conditions.
  • Replay recording can run at the same tick as normal replication; avoid side effects that assume only one of these is called per frame.

Signature

ENGINE_API virtual void PreReplicationForReplay(IRepChangedPropertyTracker & ChangedPropertyTracker)

Parameters

Name Type Description Default
ChangedPropertyTracker IRepChangedPropertyTracker & Tracker for conditional property replication during replay recording.

Return Type

void

Example

Override conditions specifically for replays C++
void AMyActor::PreReplicationForReplay(IRepChangedPropertyTracker& ChangedPropertyTracker)
{
    Super::PreReplicationForReplay(ChangedPropertyTracker);
    // Always replicate debug data during replays
    DOREPLIFETIME_ACTIVE_OVERRIDE(AMyActor, DebugState, true);
}

Version History

Introduced in: 4.13

Version Status Notes
5.6 stable

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