AActor::RewindForReplay
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Called on the actor before replay checkpoint data is applied, giving it a chance to reset any transient state that checkpoint data does not cover.
Caveats & Gotchas
- • This function is only called when the actor's bReplayRewindable property is true. Without that flag set, the engine destroys and re-creates the actor at each checkpoint instead of calling this function.
- • Unreal's replay system only stores properties marked Replicated or SaveGame; any C++ state that lives outside those properties must be manually reset here, otherwise you will see visual or logical artefacts when scrubbing backwards.
Signature
ENGINE_API virtual void RewindForReplay(); Return Type
void Example
Reset transient simulation state before replay checkpoint is applied C++
void AMyProjectile::RewindForReplay()
{
Super::RewindForReplay();
// Clear accumulated impulse not covered by replicated properties
PendingImpulse = FVector::ZeroVector;
bHasHitSomething = false;
} See Also
Version History
Introduced in: 4.13
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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