AActor::SetCallPreReplication
#include "GameFramework/Actor.h"
Access: public
Description
Controls whether `PreReplication()` is invoked on this actor before each replication attempt. Disable it on actors whose replicated state never changes after spawning to reduce per-frame overhead.
Caveats & Gotchas
- • Disabling PreReplication skips the opportunity to conditionally dirty replicated properties. If you rely on `PreReplication` to call `DOREPLIFETIME_ACTIVE_OVERRIDE`, disabling this will break that logic.
- • The flag defaults to true only when the actor actually has a `PreReplication` override. Manually calling `SetCallPreReplication(true)` on actors without an override adds unnecessary overhead.
- • This setting persists for the lifetime of the actor — there is no automatic reset.
Signature
ENGINE_API void SetCallPreReplication(bool bCall); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bCall | bool | Whether PreReplication should be called on this actor before each potential replication. | — |
Return Type
void Example
Disable PreReplication for a static prop C++
void AStaticPropActor::BeginPlay()
{
Super::BeginPlay();
// This actor's replicated state is set once at spawn and never changes
SetCallPreReplication(false);
} Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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